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
; } // 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); }