docs(site): switch hero to React Bits–style beams
Replace the wave gradient with a vanilla Three.js beams field using the shared demo preset and OSG green lighting for a more dimensional look.
This commit is contained in:
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/*!
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* OSGKeyboard hero beams — vanilla Three.js recreation inspired by
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* React Bits "Beams" (https://reactbits.dev/backgrounds/beams).
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* Parameters match the shared demo preset.
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* three.js is MIT; this file is project code.
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*/
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(function (global) {
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"use strict";
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const NOISE = `
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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
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float cnoise(vec3 P){
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vec3 Pi0 = floor(P);
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vec3 Pi1 = Pi0 + vec3(1.0);
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Pi0 = mod(Pi0, 289.0);
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Pi1 = mod(Pi1, 289.0);
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vec3 Pf0 = fract(P);
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vec3 Pf1 = Pf0 - vec3(1.0);
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = Pi0.zzzz;
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vec4 iz1 = Pi1.zzzz;
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 gx0 = ixy0 / 7.0;
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vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
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gx0 = fract(gx0);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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vec4 sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gx1 = ixy1 / 7.0;
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vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
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gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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vec4 sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));
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g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));
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g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, vec3(Pf1.x,Pf0.yz));
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float n010 = dot(g010, vec3(Pf0.x,Pf1.y,Pf0.z));
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float n110 = dot(g110, vec3(Pf1.xy,Pf0.z));
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float n001 = dot(g001, vec3(Pf0.xy,Pf1.z));
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float n101 = dot(g101, vec3(Pf1.x,Pf0.y,Pf1.z));
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float n011 = dot(g011, vec3(Pf0.x,Pf1.yz));
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float n111 = dot(g111, Pf1);
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vec3 fade_xyz = fade(Pf0);
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vec4 n_z = mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);
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vec2 n_yz = mix(n_z.xy,n_z.zw,fade_xyz.y);
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float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x);
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return 2.2 * n_xyz;
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}
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`;
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function hexToNormalizedRGB(hex) {
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const clean = String(hex).replace("#", "");
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const full = clean.length === 3
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? clean.split("").map((c) => c + c).join("")
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: clean;
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return [
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parseInt(full.substring(0, 2), 16) / 255,
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parseInt(full.substring(2, 4), 16) / 255,
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parseInt(full.substring(4, 6), 16) / 255
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];
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}
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function extendMaterial(THREE, BaseMaterial, cfg) {
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const physical = THREE.ShaderLib.physical;
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const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms } = physical;
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const baseDefines = physical.defines || {};
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const uniforms = THREE.UniformsUtils.clone(baseUniforms);
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const defaults = new BaseMaterial(cfg.material || {});
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if (defaults.color) uniforms.diffuse.value = defaults.color;
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if ("roughness" in defaults) uniforms.roughness.value = defaults.roughness;
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if ("metalness" in defaults) uniforms.metalness.value = defaults.metalness;
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if ("envMap" in defaults) uniforms.envMap.value = defaults.envMap;
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if ("envMapIntensity" in defaults) uniforms.envMapIntensity.value = defaults.envMapIntensity;
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Object.entries(cfg.uniforms || {}).forEach(([key, u]) => {
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uniforms[key] = u !== null && typeof u === "object" && "value" in u ? u : { value: u };
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});
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let vert = `${cfg.header}\n${cfg.vertexHeader || ""}\n${baseVert}`;
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let frag = `${cfg.header}\n${cfg.fragmentHeader || ""}\n${baseFrag}`;
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for (const [inc, code] of Object.entries(cfg.vertex || {})) {
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vert = vert.replace(inc, `${inc}\n${code}`);
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}
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for (const [inc, code] of Object.entries(cfg.fragment || {})) {
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frag = frag.replace(inc, `${inc}\n${code}`);
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}
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return new THREE.ShaderMaterial({
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defines: { ...baseDefines },
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uniforms,
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vertexShader: vert,
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fragmentShader: frag,
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lights: true,
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fog: !!(cfg.material && cfg.material.fog)
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});
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}
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function createStackedPlanesBufferGeometry(THREE, n, width, height, spacing, heightSegments) {
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const geometry = new THREE.BufferGeometry();
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const numVertices = n * (heightSegments + 1) * 2;
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const numFaces = n * heightSegments * 2;
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const positions = new Float32Array(numVertices * 3);
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const indices = new Uint32Array(numFaces * 3);
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const uvs = new Float32Array(numVertices * 2);
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let vertexOffset = 0;
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let indexOffset = 0;
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let uvOffset = 0;
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const totalWidth = n * width + (n - 1) * spacing;
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const xOffsetBase = -totalWidth / 2;
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for (let i = 0; i < n; i++) {
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const xOffset = xOffsetBase + i * (width + spacing);
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const uvXOffset = Math.random() * 300;
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const uvYOffset = Math.random() * 300;
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for (let j = 0; j <= heightSegments; j++) {
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const y = height * (j / heightSegments - 0.5);
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positions.set([xOffset, y, 0, xOffset + width, y, 0], vertexOffset * 3);
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const uvY = j / heightSegments;
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uvs.set([uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset);
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if (j < heightSegments) {
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const a = vertexOffset;
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const b = vertexOffset + 1;
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const c = vertexOffset + 2;
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const d = vertexOffset + 3;
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indices.set([a, b, c, c, b, d], indexOffset);
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indexOffset += 6;
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}
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vertexOffset += 2;
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uvOffset += 4;
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}
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}
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geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute("uv", new THREE.BufferAttribute(uvs, 2));
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geometry.setIndex(new THREE.BufferAttribute(indices, 1));
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geometry.computeVertexNormals();
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return geometry;
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}
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/**
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* @param {HTMLCanvasElement} canvas
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* @param {object} options
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*/
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function create(canvas, options) {
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const THREE = global.THREE;
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if (!THREE || !canvas) throw new Error("THREE or canvas missing");
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const {
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beamWidth = 4.5,
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beamHeight = 6,
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beamNumber = 26,
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lightColor = "#7CFFB2",
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speed = 4.5,
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noiseIntensity = 2.65,
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scale = 0.62,
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rotation = 208,
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background = "#000000",
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reduceMotion = false,
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heightSegments = 100
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} = options || {};
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(background);
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const camera = new THREE.PerspectiveCamera(30, 1, 0.1, 100);
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camera.position.set(0, 0, 20);
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const renderer = new THREE.WebGLRenderer({
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canvas,
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antialias: true,
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alpha: false,
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powerPreference: "low-power"
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});
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renderer.setClearColor(background, 1);
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renderer.outputColorSpace = THREE.SRGBColorSpace;
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const material = extendMaterial(THREE, THREE.MeshStandardMaterial, {
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header: `
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varying vec3 vEye;
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varying float vNoise;
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varying vec2 vUv;
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varying vec3 vPosition;
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uniform float time;
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uniform float uSpeed;
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uniform float uNoiseIntensity;
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uniform float uScale;
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${NOISE}`,
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vertexHeader: `
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float getPos(vec3 pos) {
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vec3 noisePos =
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vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale;
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return cnoise(noisePos);
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}
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vec3 getCurrentPos(vec3 pos) {
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vec3 newpos = pos;
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newpos.z += getPos(pos);
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return newpos;
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}
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vec3 getNormal(vec3 pos) {
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vec3 curpos = getCurrentPos(pos);
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vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0));
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vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0));
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vec3 tangentX = normalize(nextposX - curpos);
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vec3 tangentZ = normalize(nextposZ - curpos);
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return normalize(cross(tangentZ, tangentX));
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}`,
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vertex: {
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"#include <begin_vertex>": "transformed.z += getPos(transformed.xyz);",
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"#include <beginnormal_vertex>": "objectNormal = getNormal(position.xyz);"
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},
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fragment: {
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"#include <dithering_fragment>": `
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float randomNoise = noise(gl_FragCoord.xy);
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gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`
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},
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material: { fog: true },
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uniforms: {
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diffuse: new THREE.Color(...hexToNormalizedRGB("#000000")),
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time: { value: 0 },
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roughness: 0.3,
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metalness: 0.3,
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uSpeed: { value: speed },
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envMapIntensity: 10,
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uNoiseIntensity: { value: noiseIntensity },
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uScale: { value: scale }
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}
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});
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const geometry = createStackedPlanesBufferGeometry(
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THREE,
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beamNumber,
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beamWidth,
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beamHeight,
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0,
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heightSegments
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);
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const mesh = new THREE.Mesh(geometry, material);
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const group = new THREE.Group();
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group.rotation.z = THREE.MathUtils.degToRad(rotation);
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group.add(mesh);
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const dir = new THREE.DirectionalLight(lightColor, 1);
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dir.position.set(0, 3, 10);
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group.add(dir);
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scene.add(group);
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scene.add(new THREE.AmbientLight(0xffffff, 1));
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let playing = !reduceMotion;
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let visible = true;
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let raf = 0;
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let last = performance.now();
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let disposed = false;
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function resize() {
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const parent = canvas.parentElement || canvas;
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const rect = parent.getBoundingClientRect();
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const w = Math.max(1, Math.floor(rect.width));
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const h = Math.max(1, Math.floor(rect.height));
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const dpr = Math.min(window.devicePixelRatio || 1, reduceMotion ? 1 : 1.75);
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renderer.setPixelRatio(dpr);
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renderer.setSize(w, h, false);
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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}
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function frame(now) {
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if (disposed) return;
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raf = requestAnimationFrame(frame);
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if (!playing || !visible || document.hidden) return;
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const delta = Math.min(0.05, (now - last) / 1000);
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last = now;
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material.uniforms.time.value += 0.1 * delta;
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renderer.render(scene, camera);
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}
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function renderOnce() {
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renderer.render(scene, camera);
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}
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resize();
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// Seed a bit of displacement so the first frame isn't flat
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material.uniforms.time.value = reduceMotion ? 2.4 : 0.2;
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renderOnce();
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if (!reduceMotion) {
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last = performance.now();
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raf = requestAnimationFrame(frame);
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}
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const ro = new ResizeObserver(() => {
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resize();
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renderOnce();
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});
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ro.observe(canvas.parentElement || canvas);
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return {
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setPlaying(next) {
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playing = !!next && !reduceMotion;
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if (playing && !raf) {
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last = performance.now();
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raf = requestAnimationFrame(frame);
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}
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},
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setVisible(next) {
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visible = !!next;
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if (visible && playing && !raf) {
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last = performance.now();
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raf = requestAnimationFrame(frame);
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}
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if (visible) renderOnce();
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},
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setLightColor(hex) {
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dir.color.set(hex);
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renderOnce();
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},
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setBackground(hex) {
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scene.background = new THREE.Color(hex);
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renderer.setClearColor(hex, 1);
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renderOnce();
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},
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resize,
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destroy() {
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disposed = true;
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cancelAnimationFrame(raf);
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raf = 0;
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ro.disconnect();
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geometry.dispose();
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material.dispose();
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renderer.dispose();
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}
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};
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}
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global.OSGBeamsHero = { create };
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})(typeof window !== "undefined" ? window : globalThis);
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Reference in New Issue
Block a user