ShapeBlur

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Morphing blurred geometric shape. The effect occurs on hover.

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react-bitscomponent

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ShapeBlur/ShapeBlur.tsx
import React, { useRef, useEffect, FC } from 'react';
import * as THREE from 'three';

const vertexShader = /* glsl */ `
varying vec2 v_texcoord;
void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    v_texcoord = uv;
}
`;

const fragmentShader = /* glsl */ `
varying vec2 v_texcoord;

uniform vec2 u_mouse;
uniform vec2 u_resolution;
uniform float u_pixelRatio;

uniform float u_shapeSize;
uniform float u_roundness;
uniform float u_borderSize;
uniform float u_circleSize;
uniform float u_circleEdge;

#ifndef PI
#define PI 3.1415926535897932384626433832795
#endif
#ifndef TWO_PI
#define TWO_PI 6.2831853071795864769252867665590
#endif

#ifndef VAR
#define VAR 0
#endif

#ifndef FNC_COORD
#define FNC_COORD
vec2 coord(in vec2 p) {
    p = p / u_resolution.xy;
    if (u_resolution.x > u_resolution.y) {
        p.x *= u_resolution.x / u_resolution.y;
        p.x += (u_resolution.y - u_resolution.x) / u_resolution.y / 2.0;
    } else {
        p.y *= u_resolution.y / u_resolution.x;
        p.y += (u_resolution.x - u_resolution.y) / u_resolution.x / 2.0;
    }
    p -= 0.5;
    p *= vec2(-1.0, 1.0);
    return p;
}
#endif

#define st0 coord(gl_FragCoord.xy)
#define mx coord(u_mouse * u_pixelRatio)

float sdRoundRect(vec2 p, vec2 b, float r) {
    vec2 d = abs(p - 0.5) * 4.2 - b + vec2(r);
    return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;
}
float sdCircle(in vec2 st, in vec2 center) {
    return length(st - center) * 2.0;
}
float sdPoly(in vec2 p, in float w, in int sides) {
    float a = atan(p.x, p.y) + PI;
    float r = TWO_PI / float(sides);
    float d = cos(floor(0.5 + a / r) * r - a) * length(max(abs(p) * 1.0, 0.0));
    return d * 2.0 - w;
}

float aastep(float threshold, float value) {
    float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
    return smoothstep(threshold - afwidth, threshold + afwidth, value);
}
float fill(in float x) { return 1.0 - aastep(0.0, x); }
float fill(float x, float size, float edge) {
    return 1.0 - smoothstep(size - edge, size + edge, x);
}
float stroke(in float d, in float t) { return (1.0 - aastep(t, abs(d))); }
float stroke(float x, float size, float w, float edge) {
    float d = smoothstep(size - edge, size + edge, x + w * 0.5) - smoothstep(size - edge, size + edge, x - w * 0.5);
    return clamp(d, 0.0, 1.0);
}

float strokeAA(float x, float size, float w, float edge) {
    float afwidth = length(vec2(dFdx(x), dFdy(x))) * 0.70710678;
    float d = smoothstep(size - edge - afwidth, size + edge + afwidth, x + w * 0.5)
            - smoothstep(size - edge - afwidth, size + edge + afwidth, x - w * 0.5);
    return clamp(d, 0.0, 1.0);
}

void main() {
    vec2 st = st0 + 0.5;
    vec2 posMouse = mx * vec2(1., -1.) + 0.5;

    float size = u_shapeSize;
    float roundness = u_roundness;
    float borderSize = u_borderSize;
    float circleSize = u_circleSize;
    float circleEdge = u_circleEdge;

    float sdfCircle = fill(
        sdCircle(st, posMouse),
        circleSize,
        circleEdge
    );

    float sdf;
    if (VAR == 0) {
        sdf = sdRoundRect(st, vec2(size), roundness);
        sdf = strokeAA(sdf, 0.0, borderSize, sdfCircle) * 4.0;
    } else if (VAR == 1) {
        sdf = sdCircle(st, vec2(0.5));
        sdf = fill(sdf, 0.6, sdfCircle) * 1.2;
    } else if (VAR == 2) {
        sdf = sdCircle(st, vec2(0.5));
        sdf = strokeAA(sdf, 0.58, 0.02, sdfCircle) * 4.0;
    } else if (VAR == 3) {
        sdf = sdPoly(st - vec2(0.5, 0.45), 0.3, 3);
        sdf = fill(sdf, 0.05, sdfCircle) * 1.4;
    }

    vec3 color = vec3(1.0);
    float alpha = sdf;
    gl_FragColor = vec4(color.rgb, alpha);
}
`;

interface ShapeBlurProps {
  className?: string;
  variation?: number;
  pixelRatioProp?: number;
  shapeSize?: number;
  roundness?: number;
  borderSize?: number;
  circleSize?: number;
  circleEdge?: number;
}

const ShapeBlur: FC<ShapeBlurProps> = ({
  className = '',
  variation = 0,
  pixelRatioProp = 2,
  shapeSize = 1.2,
  roundness = 0.4,
  borderSize = 0.05,
  circleSize = 0.3,
  circleEdge = 0.5
}) => {
  const mountRef = useRef<HTMLDivElement | null>(null);

  useEffect(() => {
    const mount = mountRef.current;
    if (!mount) return;

    let animationFrameId: number;
    let time = 0,
      lastTime = 0;

    const vMouse = new THREE.Vector2();
    const vMouseDamp = new THREE.Vector2();
    const vResolution = new THREE.Vector2();

    let w = 1,
      h = 1;

    const scene = new THREE.Scene();
    const camera = new THREE.OrthographicCamera();
    camera.position.z = 1;

    const renderer = new THREE.WebGLRenderer({ alpha: true });
    renderer.setClearColor(0x000000, 0);
    mount.appendChild(renderer.domElement);

    const geo = new THREE.PlaneGeometry(1, 1);
    const material = new THREE.ShaderMaterial({
      vertexShader,
      fragmentShader,
      uniforms: {
        u_mouse: { value: vMouseDamp },
        u_resolution: { value: vResolution },
        u_pixelRatio: { value: pixelRatioProp },
        u_shapeSize: { value: shapeSize },
        u_roundness: { value: roundness },
        u_borderSize: { value: borderSize },
        u_circleSize: { value: circleSize },
        u_circleEdge: { value: circleEdge }
      },
      defines: { VAR: variation },
      transparent: true
    });

    const quad = new THREE.Mesh(geo, material);
    scene.add(quad);

    const onPointerMove = (e: PointerEvent | MouseEvent) => {
      if (!mount) return;
      const rect = mount.getBoundingClientRect();
      vMouse.set(e.clientX - rect.left, e.clientY - rect.top);
    };

    document.addEventListener('mousemove', onPointerMove);
    document.addEventListener('pointermove', onPointerMove);

    const resize = () => {
      if (!mountRef.current) return;
      const container = mountRef.current;
      w = container.clientWidth;
      h = container.clientHeight;
      const dpr = Math.min(window.devicePixelRatio || 1, 2);

      renderer.setSize(w, h);
      renderer.setPixelRatio(dpr);

      camera.left = -w / 2;
      camera.right = w / 2;
      camera.top = h / 2;
      camera.bottom = -h / 2;
      camera.updateProjectionMatrix();

      quad.scale.set(w, h, 1);
      vResolution.set(w, h).multiplyScalar(dpr);
      material.uniforms.u_pixelRatio.value = dpr;
    };

    resize();
    window.addEventListener('resize', resize);

    const ro = new ResizeObserver(() => resize());
    ro.observe(mountRef.current as Element);

    const update = () => {
      time = performance.now() * 0.001;
      const dt = time - lastTime;
      lastTime = time;

      vMouseDamp.x = THREE.MathUtils.damp(vMouseDamp.x, vMouse.x, 8, dt);
      vMouseDamp.y = THREE.MathUtils.damp(vMouseDamp.y, vMouse.y, 8, dt);

      renderer.render(scene, camera);
      animationFrameId = requestAnimationFrame(update);
    };
    update();

    return () => {
      cancelAnimationFrame(animationFrameId);
      window.removeEventListener('resize', resize);
      ro.disconnect();
      document.removeEventListener('mousemove', onPointerMove);
      document.removeEventListener('pointermove', onPointerMove);
      mount.removeChild(renderer.domElement);
      renderer.dispose();
    };
  }, [variation, pixelRatioProp, shapeSize, roundness, borderSize, circleSize, circleEdge]);

  return <div ref={mountRef} className={`w-full h-full ${className}`} />;
};

export default ShapeBlur;

Installation

npx shadcn@latest add @react-bits/ShapeBlur-TS-TW

Usage

import { ShapeBlurTSTW } from "@/components/ShapeBlur-TS-TW"
<ShapeBlurTSTW />