/* eslint-disable react/no-unknown-property */
import { useRef, useEffect, forwardRef } from 'react';
import { Canvas, useFrame, useThree } from '@react-three/fiber';
import { EffectComposer, wrapEffect } from '@react-three/postprocessing';
import { Effect } from 'postprocessing';
import * as THREE from 'three';
const waveVertexShader = `
precision highp float;
varying vec2 vUv;
void main() {
vUv = uv;
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
gl_Position = projectionMatrix * viewPosition;
}
`;
const waveFragmentShader = `
precision highp float;
uniform vec2 resolution;
uniform float time;
uniform float waveSpeed;
uniform float waveFrequency;
uniform float waveAmplitude;
uniform vec3 waveColor;
uniform vec2 mousePos;
uniform int enableMouseInteraction;
uniform float mouseRadius;
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; }
vec2 fade(vec2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
float cnoise(vec2 P) {
vec4 Pi = floor(P.xyxy) + vec4(0.0,0.0,1.0,1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0,0.0,1.0,1.0);
Pi = mod289(Pi);
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = fract(i * (1.0/41.0)) * 2.0 - 1.0;
vec4 gy = abs(gx) - 0.5;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x, gy.x);
vec2 g10 = vec2(gx.y, gy.y);
vec2 g01 = vec2(gx.z, gy.z);
vec2 g11 = vec2(gx.w, gy.w);
vec4 norm = taylorInvSqrt(vec4(dot(g00,g00), dot(g01,g01), dot(g10,g10), dot(g11,g11)));
g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
return 2.3 * mix(n_x.x, n_x.y, fade_xy.y);
}
const int OCTAVES = 4;
float fbm(vec2 p) {
float value = 0.0;
float amp = 1.0;
float freq = waveFrequency;
for (int i = 0; i < OCTAVES; i++) {
value += amp * abs(cnoise(p));
p *= freq;
amp *= waveAmplitude;
}
return value;
}
float pattern(vec2 p) {
vec2 p2 = p - time * waveSpeed;
return fbm(p + fbm(p2));
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
uv -= 0.5;
uv.x *= resolution.x / resolution.y;
float f = pattern(uv);
if (enableMouseInteraction == 1) {
vec2 mouseNDC = (mousePos / resolution - 0.5) * vec2(1.0, -1.0);
mouseNDC.x *= resolution.x / resolution.y;
float dist = length(uv - mouseNDC);
float effect = 1.0 - smoothstep(0.0, mouseRadius, dist);
f -= 0.5 * effect;
}
vec3 col = mix(vec3(0.0), waveColor, f);
gl_FragColor = vec4(col, 1.0);
}
`;
const ditherFragmentShader = `
precision highp float;
uniform float colorNum;
uniform float pixelSize;
const float bayerMatrix8x8[64] = float[64](
0.0/64.0, 48.0/64.0, 12.0/64.0, 60.0/64.0, 3.0/64.0, 51.0/64.0, 15.0/64.0, 63.0/64.0,
32.0/64.0,16.0/64.0, 44.0/64.0, 28.0/64.0, 35.0/64.0,19.0/64.0, 47.0/64.0, 31.0/64.0,
8.0/64.0, 56.0/64.0, 4.0/64.0, 52.0/64.0, 11.0/64.0,59.0/64.0, 7.0/64.0, 55.0/64.0,
40.0/64.0,24.0/64.0, 36.0/64.0, 20.0/64.0, 43.0/64.0,27.0/64.0, 39.0/64.0, 23.0/64.0,
2.0/64.0, 50.0/64.0, 14.0/64.0, 62.0/64.0, 1.0/64.0,49.0/64.0, 13.0/64.0, 61.0/64.0,
34.0/64.0,18.0/64.0, 46.0/64.0, 30.0/64.0, 33.0/64.0,17.0/64.0, 45.0/64.0, 29.0/64.0,
10.0/64.0,58.0/64.0, 6.0/64.0, 54.0/64.0, 9.0/64.0,57.0/64.0, 5.0/64.0, 53.0/64.0,
42.0/64.0,26.0/64.0, 38.0/64.0, 22.0/64.0, 41.0/64.0,25.0/64.0, 37.0/64.0, 21.0/64.0
);
vec3 dither(vec2 uv, vec3 color) {
vec2 scaledCoord = floor(uv * resolution / pixelSize);
int x = int(mod(scaledCoord.x, 8.0));
int y = int(mod(scaledCoord.y, 8.0));
float threshold = bayerMatrix8x8[y * 8 + x] - 0.25;
float step = 1.0 / (colorNum - 1.0);
color += threshold * step;
float bias = 0.2;
color = clamp(color - bias, 0.0, 1.0);
return floor(color * (colorNum - 1.0) + 0.5) / (colorNum - 1.0);
}
void mainImage(in vec4 inputColor, in vec2 uv, out vec4 outputColor) {
vec2 normalizedPixelSize = pixelSize / resolution;
vec2 uvPixel = normalizedPixelSize * floor(uv / normalizedPixelSize);
vec4 color = texture2D(inputBuffer, uvPixel);
color.rgb = dither(uv, color.rgb);
outputColor = color;
}
`;
class RetroEffectImpl extends Effect {
constructor() {
const uniforms = new Map([
['colorNum', new THREE.Uniform(4.0)],
['pixelSize', new THREE.Uniform(2.0)]
]);
super('RetroEffect', ditherFragmentShader, { uniforms });
this.uniforms = uniforms;
}
set colorNum(v) {
this.uniforms.get('colorNum').value = v;
}
get colorNum() {
return this.uniforms.get('colorNum').value;
}
set pixelSize(v) {
this.uniforms.get('pixelSize').value = v;
}
get pixelSize() {
return this.uniforms.get('pixelSize').value;
}
}
const WrappedRetro = wrapEffect(RetroEffectImpl);
const RetroEffect = forwardRef((props, ref) => {
const { colorNum, pixelSize } = props;
return <WrappedRetro ref={ref} colorNum={colorNum} pixelSize={pixelSize} />;
});
RetroEffect.displayName = 'RetroEffect';
function DitheredWaves({
waveSpeed,
waveFrequency,
waveAmplitude,
waveColor,
colorNum,
pixelSize,
disableAnimation,
enableMouseInteraction,
mouseRadius
}) {
const mesh = useRef(null);
const mouseRef = useRef(new THREE.Vector2());
const { viewport, size, gl } = useThree();
const waveUniformsRef = useRef({
time: new THREE.Uniform(0),
resolution: new THREE.Uniform(new THREE.Vector2(0, 0)),
waveSpeed: new THREE.Uniform(waveSpeed),
waveFrequency: new THREE.Uniform(waveFrequency),
waveAmplitude: new THREE.Uniform(waveAmplitude),
waveColor: new THREE.Uniform(new THREE.Color(...waveColor)),
mousePos: new THREE.Uniform(new THREE.Vector2(0, 0)),
enableMouseInteraction: new THREE.Uniform(enableMouseInteraction ? 1 : 0),
mouseRadius: new THREE.Uniform(mouseRadius)
});
useEffect(() => {
const dpr = gl.getPixelRatio();
const w = Math.floor(size.width * dpr),
h = Math.floor(size.height * dpr);
const res = waveUniformsRef.current.resolution.value;
if (res.x !== w || res.y !== h) {
res.set(w, h);
}
}, [size, gl]);
const prevColor = useRef([...waveColor]);
useFrame(({ clock }) => {
const u = waveUniformsRef.current;
if (!disableAnimation) {
u.time.value = clock.getElapsedTime();
}
if (u.waveSpeed.value !== waveSpeed) u.waveSpeed.value = waveSpeed;
if (u.waveFrequency.value !== waveFrequency) u.waveFrequency.value = waveFrequency;
if (u.waveAmplitude.value !== waveAmplitude) u.waveAmplitude.value = waveAmplitude;
if (!prevColor.current.every((v, i) => v === waveColor[i])) {
u.waveColor.value.set(...waveColor);
prevColor.current = [...waveColor];
}
u.enableMouseInteraction.value = enableMouseInteraction ? 1 : 0;
u.mouseRadius.value = mouseRadius;
if (enableMouseInteraction) {
u.mousePos.value.copy(mouseRef.current);
}
});
const handlePointerMove = e => {
if (!enableMouseInteraction) return;
const rect = gl.domElement.getBoundingClientRect();
const dpr = gl.getPixelRatio();
mouseRef.current.set((e.clientX - rect.left) * dpr, (e.clientY - rect.top) * dpr);
};
return (
<>
<mesh ref={mesh} scale={[viewport.width, viewport.height, 1]}>
<planeGeometry args={[1, 1]} />
<shaderMaterial
vertexShader={waveVertexShader}
fragmentShader={waveFragmentShader}
uniforms={waveUniformsRef.current}
/>
</mesh>
<EffectComposer>
<RetroEffect colorNum={colorNum} pixelSize={pixelSize} />
</EffectComposer>
<mesh
onPointerMove={handlePointerMove}
position={[0, 0, 0.01]}
scale={[viewport.width, viewport.height, 1]}
visible={false}
>
<planeGeometry args={[1, 1]} />
<meshBasicMaterial transparent opacity={0} />
</mesh>
</>
);
}
export default function Dither({
waveSpeed = 0.05,
waveFrequency = 3,
waveAmplitude = 0.3,
waveColor = [0.5, 0.5, 0.5],
colorNum = 4,
pixelSize = 2,
disableAnimation = false,
enableMouseInteraction = true,
mouseRadius = 1
}) {
return (
<Canvas
className="w-full h-full relative"
camera={{ position: [0, 0, 6] }}
dpr={1}
gl={{ antialias: true, preserveDrawingBuffer: true }}
>
<DitheredWaves
waveSpeed={waveSpeed}
waveFrequency={waveFrequency}
waveAmplitude={waveAmplitude}
waveColor={waveColor}
colorNum={colorNum}
pixelSize={pixelSize}
disableAnimation={disableAnimation}
enableMouseInteraction={enableMouseInteraction}
mouseRadius={mouseRadius}
/>
</Canvas>
);
}