import { Renderer, Program, Mesh, Color, Triangle } from 'ogl';
import React, { useEffect, useRef, useMemo, useCallback } from 'react';
type Vec2 = [number, number];
export interface FaultyTerminalProps extends React.HTMLAttributes<HTMLDivElement> {
scale?: number;
gridMul?: Vec2;
digitSize?: number;
timeScale?: number;
pause?: boolean;
scanlineIntensity?: number;
glitchAmount?: number;
flickerAmount?: number;
noiseAmp?: number;
chromaticAberration?: number;
dither?: number | boolean;
curvature?: number;
tint?: string;
mouseReact?: boolean;
mouseStrength?: number;
dpr?: number;
pageLoadAnimation?: boolean;
brightness?: number;
}
const vertexShader = `
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragmentShader = `
precision mediump float;
varying vec2 vUv;
uniform float iTime;
uniform vec3 iResolution;
uniform float uScale;
uniform vec2 uGridMul;
uniform float uDigitSize;
uniform float uScanlineIntensity;
uniform float uGlitchAmount;
uniform float uFlickerAmount;
uniform float uNoiseAmp;
uniform float uChromaticAberration;
uniform float uDither;
uniform float uCurvature;
uniform vec3 uTint;
uniform vec2 uMouse;
uniform float uMouseStrength;
uniform float uUseMouse;
uniform float uPageLoadProgress;
uniform float uUsePageLoadAnimation;
uniform float uBrightness;
float time;
float hash21(vec2 p){
p = fract(p * 234.56);
p += dot(p, p + 34.56);
return fract(p.x * p.y);
}
float noise(vec2 p)
{
return sin(p.x * 10.0) * sin(p.y * (3.0 + sin(time * 0.090909))) + 0.2;
}
mat2 rotate(float angle)
{
float c = cos(angle);
float s = sin(angle);
return mat2(c, -s, s, c);
}
float fbm(vec2 p)
{
p *= 1.1;
float f = 0.0;
float amp = 0.5 * uNoiseAmp;
mat2 modify0 = rotate(time * 0.02);
f += amp * noise(p);
p = modify0 * p * 2.0;
amp *= 0.454545;
mat2 modify1 = rotate(time * 0.02);
f += amp * noise(p);
p = modify1 * p * 2.0;
amp *= 0.454545;
mat2 modify2 = rotate(time * 0.08);
f += amp * noise(p);
return f;
}
float pattern(vec2 p, out vec2 q, out vec2 r) {
vec2 offset1 = vec2(1.0);
vec2 offset0 = vec2(0.0);
mat2 rot01 = rotate(0.1 * time);
mat2 rot1 = rotate(0.1);
q = vec2(fbm(p + offset1), fbm(rot01 * p + offset1));
r = vec2(fbm(rot1 * q + offset0), fbm(q + offset0));
return fbm(p + r);
}
float digit(vec2 p){
vec2 grid = uGridMul * 15.0;
vec2 s = floor(p * grid) / grid;
p = p * grid;
vec2 q, r;
float intensity = pattern(s * 0.1, q, r) * 1.3 - 0.03;
if(uUseMouse > 0.5){
vec2 mouseWorld = uMouse * uScale;
float distToMouse = distance(s, mouseWorld);
float mouseInfluence = exp(-distToMouse * 8.0) * uMouseStrength * 10.0;
intensity += mouseInfluence;
float ripple = sin(distToMouse * 20.0 - iTime * 5.0) * 0.1 * mouseInfluence;
intensity += ripple;
}
if(uUsePageLoadAnimation > 0.5){
float cellRandom = fract(sin(dot(s, vec2(12.9898, 78.233))) * 43758.5453);
float cellDelay = cellRandom * 0.8;
float cellProgress = clamp((uPageLoadProgress - cellDelay) / 0.2, 0.0, 1.0);
float fadeAlpha = smoothstep(0.0, 1.0, cellProgress);
intensity *= fadeAlpha;
}
p = fract(p);
p *= uDigitSize;
float px5 = p.x * 5.0;
float py5 = (1.0 - p.y) * 5.0;
float x = fract(px5);
float y = fract(py5);
float i = floor(py5) - 2.0;
float j = floor(px5) - 2.0;
float n = i * i + j * j;
float f = n * 0.0625;
float isOn = step(0.1, intensity - f);
float brightness = isOn * (0.2 + y * 0.8) * (0.75 + x * 0.25);
return step(0.0, p.x) * step(p.x, 1.0) * step(0.0, p.y) * step(p.y, 1.0) * brightness;
}
float onOff(float a, float b, float c)
{
return step(c, sin(iTime + a * cos(iTime * b))) * uFlickerAmount;
}
float displace(vec2 look)
{
float y = look.y - mod(iTime * 0.25, 1.0);
float window = 1.0 / (1.0 + 50.0 * y * y);
return sin(look.y * 20.0 + iTime) * 0.0125 * onOff(4.0, 2.0, 0.8) * (1.0 + cos(iTime * 60.0)) * window;
}
vec3 getColor(vec2 p){
float bar = step(mod(p.y + time * 20.0, 1.0), 0.2) * 0.4 + 1.0;
bar *= uScanlineIntensity;
float displacement = displace(p);
p.x += displacement;
if (uGlitchAmount != 1.0) {
float extra = displacement * (uGlitchAmount - 1.0);
p.x += extra;
}
float middle = digit(p);
const float off = 0.002;
float sum = digit(p + vec2(-off, -off)) + digit(p + vec2(0.0, -off)) + digit(p + vec2(off, -off)) +
digit(p + vec2(-off, 0.0)) + digit(p + vec2(0.0, 0.0)) + digit(p + vec2(off, 0.0)) +
digit(p + vec2(-off, off)) + digit(p + vec2(0.0, off)) + digit(p + vec2(off, off));
vec3 baseColor = vec3(0.9) * middle + sum * 0.1 * vec3(1.0) * bar;
return baseColor;
}
vec2 barrel(vec2 uv){
vec2 c = uv * 2.0 - 1.0;
float r2 = dot(c, c);
c *= 1.0 + uCurvature * r2;
return c * 0.5 + 0.5;
}
void main() {
time = iTime * 0.333333;
vec2 uv = vUv;
if(uCurvature != 0.0){
uv = barrel(uv);
}
vec2 p = uv * uScale;
vec3 col = getColor(p);
if(uChromaticAberration != 0.0){
vec2 ca = vec2(uChromaticAberration) / iResolution.xy;
col.r = getColor(p + ca).r;
col.b = getColor(p - ca).b;
}
col *= uTint;
col *= uBrightness;
if(uDither > 0.0){
float rnd = hash21(gl_FragCoord.xy);
col += (rnd - 0.5) * (uDither * 0.003922);
}
gl_FragColor = vec4(col, 1.0);
}
`;
function hexToRgb(hex: string): [number, number, number] {
let h = hex.replace('#', '').trim();
if (h.length === 3)
h = h
.split('')
.map(c => c + c)
.join('');
const num = parseInt(h, 16);
return [((num >> 16) & 255) / 255, ((num >> 8) & 255) / 255, (num & 255) / 255];
}
export default function FaultyTerminal({
scale = 1,
gridMul = [2, 1],
digitSize = 1.5,
timeScale = 0.3,
pause = false,
scanlineIntensity = 0.3,
glitchAmount = 1,
flickerAmount = 1,
noiseAmp = 1,
chromaticAberration = 0,
dither = 0,
curvature = 0.2,
tint = '#ffffff',
mouseReact = true,
mouseStrength = 0.2,
dpr = Math.min(window.devicePixelRatio || 1, 2),
pageLoadAnimation = true,
brightness = 1,
className,
style,
...rest
}: FaultyTerminalProps) {
const containerRef = useRef<HTMLDivElement>(null);
const programRef = useRef<Program>(null);
const rendererRef = useRef<Renderer>(null);
const mouseRef = useRef({ x: 0.5, y: 0.5 });
const smoothMouseRef = useRef({ x: 0.5, y: 0.5 });
const frozenTimeRef = useRef(0);
const rafRef = useRef<number>(0);
const loadAnimationStartRef = useRef<number>(0);
const timeOffsetRef = useRef<number>(Math.random() * 100);
const tintVec = useMemo(() => hexToRgb(tint), [tint]);
const ditherValue = useMemo(() => (typeof dither === 'boolean' ? (dither ? 1 : 0) : dither), [dither]);
const handleMouseMove = useCallback((e: MouseEvent) => {
const ctn = containerRef.current;
if (!ctn) return;
const rect = ctn.getBoundingClientRect();
const x = (e.clientX - rect.left) / rect.width;
const y = 1 - (e.clientY - rect.top) / rect.height;
mouseRef.current = { x, y };
}, []);
useEffect(() => {
const ctn = containerRef.current;
if (!ctn) return;
const renderer = new Renderer({ dpr });
rendererRef.current = renderer;
const gl = renderer.gl;
gl.clearColor(0, 0, 0, 1);
const geometry = new Triangle(gl);
const program = new Program(gl, {
vertex: vertexShader,
fragment: fragmentShader,
uniforms: {
iTime: { value: 0 },
iResolution: {
value: new Color(gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height)
},
uScale: { value: scale },
uGridMul: { value: new Float32Array(gridMul) },
uDigitSize: { value: digitSize },
uScanlineIntensity: { value: scanlineIntensity },
uGlitchAmount: { value: glitchAmount },
uFlickerAmount: { value: flickerAmount },
uNoiseAmp: { value: noiseAmp },
uChromaticAberration: { value: chromaticAberration },
uDither: { value: ditherValue },
uCurvature: { value: curvature },
uTint: { value: new Color(tintVec[0], tintVec[1], tintVec[2]) },
uMouse: {
value: new Float32Array([smoothMouseRef.current.x, smoothMouseRef.current.y])
},
uMouseStrength: { value: mouseStrength },
uUseMouse: { value: mouseReact ? 1 : 0 },
uPageLoadProgress: { value: pageLoadAnimation ? 0 : 1 },
uUsePageLoadAnimation: { value: pageLoadAnimation ? 1 : 0 },
uBrightness: { value: brightness }
}
});
programRef.current = program;
const mesh = new Mesh(gl, { geometry, program });
function resize() {
if (!ctn || !renderer) return;
renderer.setSize(ctn.offsetWidth, ctn.offsetHeight);
program.uniforms.iResolution.value = new Color(
gl.canvas.width,
gl.canvas.height,
gl.canvas.width / gl.canvas.height
);
}
const resizeObserver = new ResizeObserver(() => resize());
resizeObserver.observe(ctn);
resize();
const update = (t: number) => {
rafRef.current = requestAnimationFrame(update);
if (pageLoadAnimation && loadAnimationStartRef.current === 0) {
loadAnimationStartRef.current = t;
}
if (!pause) {
const elapsed = (t * 0.001 + timeOffsetRef.current) * timeScale;
program.uniforms.iTime.value = elapsed;
frozenTimeRef.current = elapsed;
} else {
program.uniforms.iTime.value = frozenTimeRef.current;
}
if (pageLoadAnimation && loadAnimationStartRef.current > 0) {
const animationDuration = 2000;
const animationElapsed = t - loadAnimationStartRef.current;
const progress = Math.min(animationElapsed / animationDuration, 1);
program.uniforms.uPageLoadProgress.value = progress;
}
if (mouseReact) {
const dampingFactor = 0.08;
const smoothMouse = smoothMouseRef.current;
const mouse = mouseRef.current;
smoothMouse.x += (mouse.x - smoothMouse.x) * dampingFactor;
smoothMouse.y += (mouse.y - smoothMouse.y) * dampingFactor;
const mouseUniform = program.uniforms.uMouse.value as Float32Array;
mouseUniform[0] = smoothMouse.x;
mouseUniform[1] = smoothMouse.y;
}
renderer.render({ scene: mesh });
};
rafRef.current = requestAnimationFrame(update);
ctn.appendChild(gl.canvas);
if (mouseReact) ctn.addEventListener('mousemove', handleMouseMove);
return () => {
cancelAnimationFrame(rafRef.current);
resizeObserver.disconnect();
if (mouseReact) ctn.removeEventListener('mousemove', handleMouseMove);
if (gl.canvas.parentElement === ctn) ctn.removeChild(gl.canvas);
gl.getExtension('WEBGL_lose_context')?.loseContext();
loadAnimationStartRef.current = 0;
timeOffsetRef.current = Math.random() * 100;
};
}, [
dpr,
pause,
timeScale,
scale,
gridMul,
digitSize,
scanlineIntensity,
glitchAmount,
flickerAmount,
noiseAmp,
chromaticAberration,
ditherValue,
curvature,
tintVec,
mouseReact,
mouseStrength,
pageLoadAnimation,
brightness,
handleMouseMove
]);
return (
<div ref={containerRef} className={`w-full h-full relative overflow-hidden ${className}`} style={style} {...rest} />
);
}