import React, { useEffect, useRef } from 'react';
import { Renderer, Program, Mesh, Triangle } from 'ogl';
interface PlasmaProps {
color?: string;
speed?: number;
direction?: 'forward' | 'reverse' | 'pingpong';
scale?: number;
opacity?: number;
mouseInteractive?: boolean;
}
const hexToRgb = (hex: string): [number, number, number] => {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
if (!result) return [1, 0.5, 0.2];
return [parseInt(result[1], 16) / 255, parseInt(result[2], 16) / 255, parseInt(result[3], 16) / 255];
};
const vertex = `#version 300 es
precision highp float;
in vec2 position;
in vec2 uv;
out vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragment = `#version 300 es
precision highp float;
uniform vec2 iResolution;
uniform float iTime;
uniform vec3 uCustomColor;
uniform float uUseCustomColor;
uniform float uSpeed;
uniform float uDirection;
uniform float uScale;
uniform float uOpacity;
uniform vec2 uMouse;
uniform float uMouseInteractive;
out vec4 fragColor;
void mainImage(out vec4 o, vec2 C) {
vec2 center = iResolution.xy * 0.5;
C = (C - center) / uScale + center;
vec2 mouseOffset = (uMouse - center) * 0.0002;
C += mouseOffset * length(C - center) * step(0.5, uMouseInteractive);
float i, d, z, T = iTime * uSpeed * uDirection;
vec3 O, p, S;
for (vec2 r = iResolution.xy, Q; ++i < 60.; O += o.w/d*o.xyz) {
p = z*normalize(vec3(C-.5*r,r.y));
p.z -= 4.;
S = p;
d = p.y-T;
p.x += .4*(1.+p.y)*sin(d + p.x*0.1)*cos(.34*d + p.x*0.05);
Q = p.xz *= mat2(cos(p.y+vec4(0,11,33,0)-T));
z+= d = abs(sqrt(length(Q*Q)) - .25*(5.+S.y))/3.+8e-4;
o = 1.+sin(S.y+p.z*.5+S.z-length(S-p)+vec4(2,1,0,8));
}
o.xyz = tanh(O/1e4);
}
bool finite1(float x){ return !(isnan(x) || isinf(x)); }
vec3 sanitize(vec3 c){
return vec3(
finite1(c.r) ? c.r : 0.0,
finite1(c.g) ? c.g : 0.0,
finite1(c.b) ? c.b : 0.0
);
}
void main() {
vec4 o = vec4(0.0);
mainImage(o, gl_FragCoord.xy);
vec3 rgb = sanitize(o.rgb);
float intensity = (rgb.r + rgb.g + rgb.b) / 3.0;
vec3 customColor = intensity * uCustomColor;
vec3 finalColor = mix(rgb, customColor, step(0.5, uUseCustomColor));
float alpha = length(rgb) * uOpacity;
fragColor = vec4(finalColor, alpha);
}`;
export const Plasma: React.FC<PlasmaProps> = ({
color = '#ffffff',
speed = 1,
direction = 'forward',
scale = 1,
opacity = 1,
mouseInteractive = true
}) => {
const containerRef = useRef<HTMLDivElement | null>(null);
const mousePos = useRef({ x: 0, y: 0 });
useEffect(() => {
if (!containerRef.current) return;
const useCustomColor = color ? 1.0 : 0.0;
const customColorRgb = color ? hexToRgb(color) : [1, 1, 1];
const directionMultiplier = direction === 'reverse' ? -1.0 : 1.0;
const renderer = new Renderer({
webgl: 2,
alpha: true,
antialias: false,
dpr: Math.min(window.devicePixelRatio || 1, 2)
});
const gl = renderer.gl;
const canvas = gl.canvas as HTMLCanvasElement;
canvas.style.display = 'block';
canvas.style.width = '100%';
canvas.style.height = '100%';
containerRef.current.appendChild(canvas);
const geometry = new Triangle(gl);
const program = new Program(gl, {
vertex: vertex,
fragment: fragment,
uniforms: {
iTime: { value: 0 },
iResolution: { value: new Float32Array([1, 1]) },
uCustomColor: { value: new Float32Array(customColorRgb) },
uUseCustomColor: { value: useCustomColor },
uSpeed: { value: speed * 0.4 },
uDirection: { value: directionMultiplier },
uScale: { value: scale },
uOpacity: { value: opacity },
uMouse: { value: new Float32Array([0, 0]) },
uMouseInteractive: { value: mouseInteractive ? 1.0 : 0.0 }
}
});
const mesh = new Mesh(gl, { geometry, program });
const handleMouseMove = (e: MouseEvent) => {
if (!mouseInteractive) return;
const rect = containerRef.current!.getBoundingClientRect();
mousePos.current.x = e.clientX - rect.left;
mousePos.current.y = e.clientY - rect.top;
const mouseUniform = program.uniforms.uMouse.value as Float32Array;
mouseUniform[0] = mousePos.current.x;
mouseUniform[1] = mousePos.current.y;
};
if (mouseInteractive) {
containerRef.current.addEventListener('mousemove', handleMouseMove);
}
const setSize = () => {
const rect = containerRef.current!.getBoundingClientRect();
const width = Math.max(1, Math.floor(rect.width));
const height = Math.max(1, Math.floor(rect.height));
renderer.setSize(width, height);
const res = program.uniforms.iResolution.value as Float32Array;
res[0] = gl.drawingBufferWidth;
res[1] = gl.drawingBufferHeight;
};
const ro = new ResizeObserver(setSize);
ro.observe(containerRef.current);
setSize();
let raf = 0;
const t0 = performance.now();
const loop = (t: number) => {
let timeValue = (t - t0) * 0.001;
if (direction === 'pingpong') {
const pingpongDuration = 10;
const segmentTime = timeValue % pingpongDuration;
const isForward = Math.floor(timeValue / pingpongDuration) % 2 === 0;
const u = segmentTime / pingpongDuration;
const smooth = u * u * (3 - 2 * u);
const pingpongTime = isForward ? smooth * pingpongDuration : (1 - smooth) * pingpongDuration;
(program.uniforms.uDirection as any).value = 1.0;
(program.uniforms.iTime as any).value = pingpongTime;
} else {
(program.uniforms.iTime as any).value = timeValue;
}
renderer.render({ scene: mesh });
raf = requestAnimationFrame(loop);
};
raf = requestAnimationFrame(loop);
return () => {
cancelAnimationFrame(raf);
ro.disconnect();
if (mouseInteractive && containerRef.current) {
containerRef.current.removeEventListener('mousemove', handleMouseMove);
}
try {
containerRef.current?.removeChild(canvas);
} catch {}
};
}, [color, speed, direction, scale, opacity, mouseInteractive]);
return <div ref={containerRef} className="w-full h-full relative overflow-hidden" />;
};
export default Plasma;