import { useEffect, useRef, useMemo, useCallback } from 'react';
import {
Scene,
OrthographicCamera,
WebGLRenderer,
PlaneGeometry,
ShaderMaterial,
Mesh,
Vector2,
Vector3,
Color
} from 'three';
const vertexShader = `
void main() {
gl_Position = vec4(position, 1.0);
}
`;
const fragmentShader = `
precision mediump float;
uniform float uTime;
uniform vec2 uResolution;
uniform float uFlakeSize;
uniform float uMinFlakeSize;
uniform float uPixelResolution;
uniform float uSpeed;
uniform float uDepthFade;
uniform float uFarPlane;
uniform vec3 uColor;
uniform float uBrightness;
uniform float uGamma;
uniform float uDensity;
uniform float uVariant;
uniform float uDirection;
// Precomputed constants
#define PI 3.14159265
#define PI_OVER_6 0.5235988
#define PI_OVER_3 1.0471976
#define INV_SQRT3 0.57735027
#define M1 1597334677U
#define M2 3812015801U
#define M3 3299493293U
#define F0 2.3283064e-10
// Optimized hash - inline multiplication
#define hash(n) (n * (n ^ (n >> 15)))
#define coord3(p) (uvec3(p).x * M1 ^ uvec3(p).y * M2 ^ uvec3(p).z * M3)
// Precomputed camera basis vectors (normalized vec3(1,1,1), vec3(1,0,-1))
const vec3 camK = vec3(0.57735027, 0.57735027, 0.57735027);
const vec3 camI = vec3(0.70710678, 0.0, -0.70710678);
const vec3 camJ = vec3(-0.40824829, 0.81649658, -0.40824829);
// Precomputed branch direction
const vec2 b1d = vec2(0.574, 0.819);
vec3 hash3(uint n) {
uvec3 hashed = hash(n) * uvec3(1U, 511U, 262143U);
return vec3(hashed) * F0;
}
float snowflakeDist(vec2 p) {
float r = length(p);
float a = atan(p.y, p.x);
a = abs(mod(a + PI_OVER_6, PI_OVER_3) - PI_OVER_6);
vec2 q = r * vec2(cos(a), sin(a));
float dMain = max(abs(q.y), max(-q.x, q.x - 1.0));
float b1t = clamp(dot(q - vec2(0.4, 0.0), b1d), 0.0, 0.4);
float dB1 = length(q - vec2(0.4, 0.0) - b1t * b1d);
float b2t = clamp(dot(q - vec2(0.7, 0.0), b1d), 0.0, 0.25);
float dB2 = length(q - vec2(0.7, 0.0) - b2t * b1d);
return min(dMain, min(dB1, dB2)) * 10.0;
}
void main() {
// Precompute reciprocals to avoid division
float invPixelRes = 1.0 / uPixelResolution;
float pixelSize = max(1.0, floor(0.5 + uResolution.x * invPixelRes));
float invPixelSize = 1.0 / pixelSize;
vec2 fragCoord = floor(gl_FragCoord.xy * invPixelSize);
vec2 res = uResolution * invPixelSize;
float invResX = 1.0 / res.x;
vec3 ray = normalize(vec3((fragCoord - res * 0.5) * invResX, 1.0));
ray = ray.x * camI + ray.y * camJ + ray.z * camK;
// Precompute time-based values
float timeSpeed = uTime * uSpeed;
float windX = cos(uDirection) * 0.4;
float windY = sin(uDirection) * 0.4;
vec3 camPos = (windX * camI + windY * camJ + 0.1 * camK) * timeSpeed;
vec3 pos = camPos;
// Precompute ray reciprocal for strides
vec3 absRay = max(abs(ray), vec3(0.001));
vec3 strides = 1.0 / absRay;
vec3 raySign = step(ray, vec3(0.0));
vec3 phase = fract(pos) * strides;
phase = mix(strides - phase, phase, raySign);
// Precompute for intersection test
float rayDotCamK = dot(ray, camK);
float invRayDotCamK = 1.0 / rayDotCamK;
float invDepthFade = 1.0 / uDepthFade;
float halfInvResX = 0.5 * invResX;
vec3 timeAnim = timeSpeed * 0.1 * vec3(7.0, 8.0, 5.0);
float t = 0.0;
for (int i = 0; i < 128; i++) {
if (t >= uFarPlane) break;
vec3 fpos = floor(pos);
uint cellCoord = coord3(fpos);
float cellHash = hash3(cellCoord).x;
if (cellHash < uDensity) {
vec3 h = hash3(cellCoord);
// Optimized flake position calculation
vec3 sinArg1 = fpos.yzx * 0.073;
vec3 sinArg2 = fpos.zxy * 0.27;
vec3 flakePos = 0.5 - 0.5 * cos(4.0 * sin(sinArg1) + 4.0 * sin(sinArg2) + 2.0 * h + timeAnim);
flakePos = flakePos * 0.8 + 0.1 + fpos;
float toIntersection = dot(flakePos - pos, camK) * invRayDotCamK;
if (toIntersection > 0.0) {
vec3 testPos = pos + ray * toIntersection - flakePos;
float testX = dot(testPos, camI);
float testY = dot(testPos, camJ);
vec2 testUV = abs(vec2(testX, testY));
float depth = dot(flakePos - camPos, camK);
float flakeSize = max(uFlakeSize, uMinFlakeSize * depth * halfInvResX);
// Avoid branching with step functions where possible
float dist;
if (uVariant < 0.5) {
dist = max(testUV.x, testUV.y);
} else if (uVariant < 1.5) {
dist = length(testUV);
} else {
float invFlakeSize = 1.0 / flakeSize;
dist = snowflakeDist(vec2(testX, testY) * invFlakeSize) * flakeSize;
}
if (dist < flakeSize) {
float flakeSizeRatio = uFlakeSize / flakeSize;
float intensity = exp2(-(t + toIntersection) * invDepthFade) *
min(1.0, flakeSizeRatio * flakeSizeRatio) * uBrightness;
gl_FragColor = vec4(uColor * pow(vec3(intensity), vec3(uGamma)), 1.0);
return;
}
}
}
float nextStep = min(min(phase.x, phase.y), phase.z);
vec3 sel = step(phase, vec3(nextStep));
phase = phase - nextStep + strides * sel;
t += nextStep;
pos = mix(pos + ray * nextStep, floor(pos + ray * nextStep + 0.5), sel);
}
gl_FragColor = vec4(0.0);
}
`;
interface PixelSnowProps {
color?: string;
flakeSize?: number;
minFlakeSize?: number;
pixelResolution?: number;
speed?: number;
depthFade?: number;
farPlane?: number;
brightness?: number;
gamma?: number;
density?: number;
variant?: 'square' | 'round' | 'snowflake';
direction?: number;
className?: string;
style?: React.CSSProperties;
}
export default function PixelSnow({
color = '#ffffff',
flakeSize = 0.01,
minFlakeSize = 1.25,
pixelResolution = 200,
speed = 1.25,
depthFade = 8,
farPlane = 20,
brightness = 1,
gamma = 0.4545,
density = 0.3,
variant = 'square',
direction = 125,
className = '',
style = {}
}: PixelSnowProps) {
const containerRef = useRef<HTMLDivElement>(null);
const animationRef = useRef<number>(0);
const isVisibleRef = useRef(true);
const rendererRef = useRef<WebGLRenderer | null>(null);
const materialRef = useRef<ShaderMaterial | null>(null);
const resizeTimeoutRef = useRef<number | null>(null);
// Memoize shader variant value
const variantValue = useMemo(() => {
return variant === 'round' ? 1.0 : variant === 'snowflake' ? 2.0 : 0.0;
}, [variant]);
// Memoize color conversion
const colorVector = useMemo(() => {
const threeColor = new Color(color);
return new Vector3(threeColor.r, threeColor.g, threeColor.b);
}, [color]);
// Debounced resize handler
const handleResize = useCallback(() => {
if (resizeTimeoutRef.current) {
clearTimeout(resizeTimeoutRef.current);
}
resizeTimeoutRef.current = window.setTimeout(() => {
const container = containerRef.current;
const renderer = rendererRef.current;
const material = materialRef.current;
if (!container || !renderer || !material) return;
const w = container.offsetWidth;
const h = container.offsetHeight;
renderer.setSize(w, h);
material.uniforms.uResolution.value.set(w, h);
}, 100);
}, []);
// Visibility observer
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const observer = new IntersectionObserver(
([entry]) => {
isVisibleRef.current = entry.isIntersecting;
},
{ threshold: 0 }
);
observer.observe(container);
return () => observer.disconnect();
}, []);
// Main Three.js setup - only runs once
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const scene = new Scene();
const camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
const renderer = new WebGLRenderer({
antialias: false,
alpha: true,
premultipliedAlpha: false,
powerPreference: 'high-performance',
stencil: false,
depth: false
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(container.offsetWidth, container.offsetHeight);
renderer.setClearColor(0x000000, 0);
container.appendChild(renderer.domElement);
rendererRef.current = renderer;
const material = new ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
uTime: { value: 0 },
uResolution: { value: new Vector2(container.offsetWidth, container.offsetHeight) },
uFlakeSize: { value: flakeSize },
uMinFlakeSize: { value: minFlakeSize },
uPixelResolution: { value: pixelResolution },
uSpeed: { value: speed },
uDepthFade: { value: depthFade },
uFarPlane: { value: farPlane },
uColor: { value: colorVector.clone() },
uBrightness: { value: brightness },
uGamma: { value: gamma },
uDensity: { value: density },
uVariant: { value: variantValue },
uDirection: { value: (direction * Math.PI) / 180 }
},
transparent: true
});
materialRef.current = material;
const geometry = new PlaneGeometry(2, 2);
scene.add(new Mesh(geometry, material));
window.addEventListener('resize', handleResize);
const startTime = performance.now();
const animate = () => {
animationRef.current = requestAnimationFrame(animate);
// Only render if visible
if (isVisibleRef.current) {
material.uniforms.uTime.value = (performance.now() - startTime) * 0.001;
renderer.render(scene, camera);
}
};
animate();
return () => {
cancelAnimationFrame(animationRef.current);
window.removeEventListener('resize', handleResize);
if (resizeTimeoutRef.current) {
clearTimeout(resizeTimeoutRef.current);
}
if (container.contains(renderer.domElement)) {
container.removeChild(renderer.domElement);
}
renderer.dispose();
geometry.dispose();
material.dispose();
rendererRef.current = null;
materialRef.current = null;
};
}, [handleResize]); // Only recreate scene when handleResize changes
// Update material uniforms when props change
useEffect(() => {
const material = materialRef.current;
if (!material) return;
material.uniforms.uFlakeSize.value = flakeSize;
material.uniforms.uMinFlakeSize.value = minFlakeSize;
material.uniforms.uPixelResolution.value = pixelResolution;
material.uniforms.uSpeed.value = speed;
material.uniforms.uDepthFade.value = depthFade;
material.uniforms.uFarPlane.value = farPlane;
material.uniforms.uBrightness.value = brightness;
material.uniforms.uGamma.value = gamma;
material.uniforms.uDensity.value = density;
material.uniforms.uVariant.value = variantValue;
material.uniforms.uDirection.value = (direction * Math.PI) / 180;
material.uniforms.uColor.value.copy(colorVector);
}, [
flakeSize,
minFlakeSize,
pixelResolution,
speed,
depthFade,
farPlane,
brightness,
gamma,
density,
variantValue,
direction,
colorVector
]);
return (
<div
ref={containerRef}
className={`absolute inset-0 w-full h-full transform-gpu will-change-transform backface-hidden ${className}`}
style={style}
/>
);
}