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import { useEffect, useRef } from "react";
import { Renderer, Program, Mesh, Triangle, Vec3 } from "ogl";

const vert = /* glsl */ `

  precision highp float;

  attribute vec2 position;

  attribute vec2 uv;

  varying vec2 vUv;

  void main() {

    vUv = uv;

    gl_Position = vec4(position, 0.0, 1.0);

  }

`;

const frag = /* glsl */ `

    precision highp float;



    uniform float iTime;

    uniform vec3 iResolution;

    uniform float hue;

    uniform float hover;

    uniform float rot;

    uniform float hoverIntensity;

    varying vec2 vUv;



    vec3 rgb2yiq(vec3 c) {

      float y = dot(c, vec3(0.299, 0.587, 0.114));

      float i = dot(c, vec3(0.596, -0.274, -0.322));

      float q = dot(c, vec3(0.211, -0.523, 0.312));

      return vec3(y, i, q);

    }

    

    vec3 yiq2rgb(vec3 c) {

      float r = c.x + 0.956 * c.y + 0.621 * c.z;

      float g = c.x - 0.272 * c.y - 0.647 * c.z;

      float b = c.x - 1.106 * c.y + 1.703 * c.z;

      return vec3(r, g, b);

    }

    

    vec3 adjustHue(vec3 color, float hueDeg) {

      float hueRad = hueDeg * 3.14159265 / 180.0;

      vec3 yiq = rgb2yiq(color);

      float cosA = cos(hueRad);

      float sinA = sin(hueRad);

      float i = yiq.y * cosA - yiq.z * sinA;

      float q = yiq.y * sinA + yiq.z * cosA;

      yiq.y = i;

      yiq.z = q;

      return yiq2rgb(yiq);

    }



    vec3 hash33(vec3 p3) {

      p3 = fract(p3 * vec3(0.1031, 0.11369, 0.13787));

      p3 += dot(p3, p3.yxz + 19.19);

      return -1.0 + 2.0 * fract(vec3(

        p3.x + p3.y,

        p3.x + p3.z,

        p3.y + p3.z

      ) * p3.zyx);

    }



    float snoise3(vec3 p) {

      const float K1 = 0.333333333;

      const float K2 = 0.166666667;

      vec3 i = floor(p + (p.x + p.y + p.z) * K1);

      vec3 d0 = p - (i - (i.x + i.y + i.z) * K2);

      vec3 e = step(vec3(0.0), d0 - d0.yzx);

      vec3 i1 = e * (1.0 - e.zxy);

      vec3 i2 = 1.0 - e.zxy * (1.0 - e);

      vec3 d1 = d0 - (i1 - K2);

      vec3 d2 = d0 - (i2 - K1);

      vec3 d3 = d0 - 0.5;

      vec4 h = max(0.6 - vec4(

        dot(d0, d0),

        dot(d1, d1),

        dot(d2, d2),

        dot(d3, d3)

      ), 0.0);

      vec4 n = h * h * h * h * vec4(

        dot(d0, hash33(i)),

        dot(d1, hash33(i + i1)),

        dot(d2, hash33(i + i2)),

        dot(d3, hash33(i + 1.0))

      );

      return dot(vec4(31.316), n);

    }



    vec4 extractAlpha(vec3 colorIn) {

      float a = max(max(colorIn.r, colorIn.g), colorIn.b);

      return vec4(colorIn.rgb / (a + 1e-5), a);

    }



    const vec3 baseColor1 = vec3(0.611765, 0.262745, 0.996078);

    const vec3 baseColor2 = vec3(0.298039, 0.760784, 0.913725);

    const vec3 baseColor3 = vec3(0.062745, 0.078431, 0.600000);

    const float innerRadius = 0.6;

    const float noiseScale = 0.65;



    float light1(float intensity, float attenuation, float dist) {

      return intensity / (1.0 + dist * attenuation);

    }

    float light2(float intensity, float attenuation, float dist) {

      return intensity / (1.0 + dist * dist * attenuation);

    }



    vec4 draw(vec2 uv) {

      vec3 color1 = adjustHue(baseColor1, hue);

      vec3 color2 = adjustHue(baseColor2, hue);

      vec3 color3 = adjustHue(baseColor3, hue);

      

      float ang = atan(uv.y, uv.x);

      float len = length(uv);

      float invLen = len > 0.0 ? 1.0 / len : 0.0;

      

      float n0 = snoise3(vec3(uv * noiseScale, iTime * 0.5)) * 0.5 + 0.5;

      float r0 = mix(mix(innerRadius, 1.0, 0.4), mix(innerRadius, 1.0, 0.6), n0);

      float d0 = distance(uv, (r0 * invLen) * uv);

      float v0 = light1(1.0, 10.0, d0);

      v0 *= smoothstep(r0 * 1.05, r0, len);

      float cl = cos(ang + iTime * 2.0) * 0.5 + 0.5;

      

      float a = iTime * -1.0;

      vec2 pos = vec2(cos(a), sin(a)) * r0;

      float d = distance(uv, pos);

      float v1 = light2(1.5, 5.0, d);

      v1 *= light1(1.0, 50.0, d0);

      

      float v2 = smoothstep(1.0, mix(innerRadius, 1.0, n0 * 0.5), len);

      float v3 = smoothstep(innerRadius, mix(innerRadius, 1.0, 0.5), len);

      

      vec3 col = mix(color1, color2, cl);

      col = mix(color3, col, v0);

      col = (col + v1) * v2 * v3;

      col = clamp(col, 0.0, 1.0);

      

      return extractAlpha(col);

    }



    vec4 mainImage(vec2 fragCoord) {

      vec2 center = iResolution.xy * 0.5;

      float size = min(iResolution.x, iResolution.y);

      vec2 uv = (fragCoord - center) / size * 2.0;

      

      float angle = rot;

      float s = sin(angle);

      float c = cos(angle);

      uv = vec2(c * uv.x - s * uv.y, s * uv.x + c * uv.y);

      

      uv.x += hover * hoverIntensity * 0.1 * sin(uv.y * 10.0 + iTime);

      uv.y += hover * hoverIntensity * 0.1 * sin(uv.x * 10.0 + iTime);

      

      return draw(uv);

    }



    void main() {

      vec2 fragCoord = vUv * iResolution.xy;

      vec4 col = mainImage(fragCoord);

      gl_FragColor = vec4(col.rgb * col.a, col.a);

    }

  `;

export default function Orb({

  hue = 0,

  hoverIntensity = 0.2,

  rotateOnHover = true,

  forceHoverState = false,

}) {
  const ctnDom = useRef(null);

  useEffect(() => {
    const container = ctnDom.current;
    if (!container) return;

    const renderer = new Renderer({ alpha: true, premultipliedAlpha: false });
    const gl = renderer.gl;
    gl.clearColor(0, 0, 0, 0);
    container.appendChild(gl.canvas);

    const geometry = new Triangle(gl);
    const program = new Program(gl, {
      vertex: vert,
      fragment: frag,
      uniforms: {
        iTime: { value: 0 },
        iResolution: {
          value: new Vec3(
            gl.canvas.width,
            gl.canvas.height,
            gl.canvas.width / gl.canvas.height
          ),
        },
        hue: { value: hue },
        hover: { value: 0 },
        rot: { value: 0 },
        hoverIntensity: { value: hoverIntensity },
      },
    });

    const mesh = new Mesh(gl, { geometry, program });

    function resize() {
      if (!container) return;
      const dpr = window.devicePixelRatio || 1;
      const width = container.clientWidth;
      const height = container.clientHeight;
      renderer.setSize(width * dpr, height * dpr);
      gl.canvas.style.width = width + "px";
      gl.canvas.style.height = height + "px";
      program.uniforms.iResolution.value.set(
        gl.canvas.width,
        gl.canvas.height,
        gl.canvas.width / gl.canvas.height
      );
    }
    window.addEventListener("resize", resize);
    resize();

    let targetHover = 0;
    let lastTime = 0;
    let currentRot = 0;
    const rotationSpeed = 0.3;

    const handleMouseMove = (e) => {
      const rect = container.getBoundingClientRect();
      const x = e.clientX - rect.left;
      const y = e.clientY - rect.top;
      const width = rect.width;
      const height = rect.height;
      const size = Math.min(width, height);
      const centerX = width / 2;
      const centerY = height / 2;
      const uvX = ((x - centerX) / size) * 2.0;
      const uvY = ((y - centerY) / size) * 2.0;

      if (Math.sqrt(uvX * uvX + uvY * uvY) < 0.8) {
        targetHover = 1;
      } else {
        targetHover = 0;
      }
    };

    const handleMouseLeave = () => {
      targetHover = 0;
    };

    container.addEventListener("mousemove", handleMouseMove);
    container.addEventListener("mouseleave", handleMouseLeave);

    let rafId;
    const update = (t) => {
      rafId = requestAnimationFrame(update);
      const dt = (t - lastTime) * 0.001;
      lastTime = t;
      program.uniforms.iTime.value = t * 0.001;
      program.uniforms.hue.value = hue;
      program.uniforms.hoverIntensity.value = hoverIntensity;

      const effectiveHover = forceHoverState ? 1 : targetHover;
      program.uniforms.hover.value += (effectiveHover - program.uniforms.hover.value) * 0.1;

      if (rotateOnHover && effectiveHover > 0.5) {
        currentRot += dt * rotationSpeed;
      }
      program.uniforms.rot.value = currentRot;

      renderer.render({ scene: mesh });
    };
    rafId = requestAnimationFrame(update);

    return () => {
      cancelAnimationFrame(rafId);
      window.removeEventListener("resize", resize);
      container.removeEventListener("mousemove", handleMouseMove);
      container.removeEventListener("mouseleave", handleMouseLeave);
      if (container.contains(gl.canvas)) {
        container.removeChild(gl.canvas);
      }
      gl.getExtension("WEBGL_lose_context")?.loseContext();
    };
  }, [hue, hoverIntensity, rotateOnHover, forceHoverState]);

  return <div ref={ctnDom} className="orb-container" />;
}

// CSS for orb container
const orbCSS = `

.orb-container {

  position: relative;

  z-index: 0;

  width: 100%;

  height: 100%;

}

`;

// Inject CSS
if (typeof document !== 'undefined') {
  const style = document.createElement('style');
  style.textContent = orbCSS;
  document.head.appendChild(style);
}