skills/premium-frontend-design/shaders/digital-liquid.glsl.ts

178 lines
4.4 KiB
TypeScript

/**
* Digital Liquid Shader
*
* Creates a flowing, organic noise effect perfect for
* bio-luminescent or cyber backgrounds.
*
* Usage with React Three Fiber:
*
* const material = useRef<THREE.ShaderMaterial>(null);
*
* useFrame((state) => {
* if (material.current) {
* material.current.uniforms.uTime.value = state.clock.elapsedTime;
* }
* });
*
* <mesh>
* <planeGeometry args={[10, 10]} />
* <shaderMaterial
* ref={material}
* vertexShader={vertexShader}
* fragmentShader={fragmentShader}
* uniforms={uniforms}
* transparent
* />
* </mesh>
*/
// ============================================
// UNIFORMS
// ============================================
export const uniforms = {
uTime: { value: 0 },
uResolution: { value: [1, 1] },
uColorA: { value: [0.0, 0.1, 0.0] }, // Deep green
uColorB: { value: [0.8, 1.0, 0.0] }, // Neon lime
uOpacity: { value: 0.4 },
uSpeed: { value: 0.3 },
uScale: { value: 3.0 },
};
// ============================================
// VERTEX SHADER
// ============================================
export const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
// ============================================
// FRAGMENT SHADER
// ============================================
export const fragmentShader = `
uniform float uTime;
uniform vec2 uResolution;
uniform vec3 uColorA;
uniform vec3 uColorB;
uniform float uOpacity;
uniform float uSpeed;
uniform float uScale;
varying vec2 vUv;
// Simplex 3D Noise
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
// Permutations
i = mod289(i);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
// Gradients
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}
void main() {
vec2 uv = vUv;
float time = uTime * uSpeed;
// Layer 1: Base flowing noise
float noise1 = snoise(vec3(uv * uScale, time));
// Layer 2: Vertical flow
float noise2 = snoise(vec3(uv.x * 2.0, uv.y * 4.0 - time * 1.5, 0.0)) * 0.5;
// Layer 3: Fine detail
float noise3 = snoise(vec3(uv * uScale * 2.0, time * 0.5)) * 0.25;
// Combine
float noise = noise1 + noise2 + noise3;
noise = noise * 0.5 + 0.5; // Normalize to 0-1
// Color mapping
vec3 color = mix(uColorA, uColorB, noise);
// Vertical gradient fade (optional, for edge softness)
float vignette = smoothstep(0.0, 0.3, uv.y) * smoothstep(1.0, 0.7, uv.y);
color *= vignette;
gl_FragColor = vec4(color, uOpacity);
}
`;
// ============================================
// REACT THREE FIBER HELPER
// ============================================
export const DigitalLiquidMaterial = {
uniforms,
vertexShader,
fragmentShader,
};
export default DigitalLiquidMaterial;