// @ts-nocheck
'use client';
import React, { useMemo, useRef } from 'react';
import { useFrame, ThreeElements, Canvas } from '@react-three/fiber';
import { extend } from '@react-three/fiber';
import { MathUtils, Vector3, Color, IcosahedronGeometry, Mesh } from 'three';
import { Environment, OrbitControls } from '@react-three/drei';
import {
EffectComposer,
Bloom,
N8AO,
ToneMapping,
Noise,
} from '@react-three/postprocessing';
import { BlendFunction } from 'postprocessing';
// Extend the geometry to resolve the R3F warning
extend({ IcosahedronGeometry });
const vertexShader = `
uniform float u_intensity;
uniform float u_time;
uniform float u_noiseScale;
uniform float u_noiseSpeed;
varying vec2 vUv;
varying float vDisplacement;
// Classic Perlin 3D Noise functions
vec4 permute(vec4 x) {
return mod(((x*34.0)+1.0)*x, 289.0);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float cnoise(vec3 P) {
vec3 Pi0 = floor(P);
vec3 Pi1 = Pi0 + vec3(1.0);
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
// Turbulence function
float turbulence(vec3 p) {
float t = 0.0;
float frequency = 1.0;
float amplitude = 1.0;
for (int i = 0; i < 4; i++) {
t += abs(cnoise(p * frequency)) * amplitude;
frequency *= 2.0;
amplitude *= 0.5;
}
return t;
}
void main() {
vUv = uv;
// Multi-layered noise
float noise1 = cnoise(position * u_noiseScale + vec3(u_time * u_noiseSpeed));
float noise2 = cnoise(position * (u_noiseScale * 2.0) + vec3(u_time * u_noiseSpeed * 1.5)) * 0.5;
float turbulenceNoise = turbulence(position + vec3(u_time)) * 0.3;
// Combined noise displacement
vDisplacement = noise1 + noise2 + turbulenceNoise;
vec3 newPosition = position + normal * (u_intensity * vDisplacement);
vec4 modelPosition = modelMatrix * vec4(newPosition, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
}
`;
const fragmentShader = `
uniform float u_intensity;
uniform float u_time;
uniform vec3 u_color;
varying vec2 vUv;
varying float vDisplacement;
void main() {
// Use displacement to create dynamic color variation
float distort = 2.0 * vDisplacement * u_intensity * sin(vUv.y * 10.0 + u_time);
vec3 color = mix(u_color, vec3(1.0, 1.0, 1.0), abs(distort));
gl_FragColor = vec4(color, 1.0);
}
`;
interface BlobProps {
color?: string;
}
const Blob: React.FC<BlobProps> = ({ color = '#ffd717' }) => {
const mesh = useRef<THREE.Mesh>(null);
const hover = useRef(false);
const uniforms = useMemo(
() => ({
u_time: { value: 0 },
u_intensity: { value: 0.3 },
u_color: { value: new Color(color)},
u_noiseScale: { value: 2.0 },
u_noiseSpeed: { value: 1.0 },
}),
[]
);
const targetPosition = useRef(new Vector3(0, 0, 0));
const currentPosition = useRef(new Vector3(0, 0, 0));
useFrame((state) => {
const { clock, mouse } = state;
if (mesh.current) {
const material = mesh.current.material as THREE.ShaderMaterial;
material.uniforms.u_time.value = 0.4 * clock.getElapsedTime();
// Dynamic noise parameters
material.uniforms.u_noiseScale.value =
Math.sin(clock.getElapsedTime() * 0.1) * 1 + 1; // Oscillating noise scale
material.uniforms.u_intensity.value = MathUtils.lerp(
material.uniforms.u_intensity.value,
hover.current ? 0.4 : 0.4,
0.02
);
// // Update target position based on mouse
targetPosition.current.set(mouse.x * 0.4, mouse.y * 0.4, 0);
currentPosition.current.lerp(targetPosition.current, 0.1);
mesh.current.position.copy(currentPosition.current);
}
});
return (
<mesh
ref={mesh}
scale={1.5}
position={[0, 0, 0]}
onPointerOver={() => (hover.current = true)}
onPointerOut={() => (hover.current = false)}
>
<icosahedronGeometry args={[2, 20]} />
<shaderMaterial
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={uniforms}
/>
</mesh>
);
};
// Updated index page
const Home: React.FC = () => {
return (
<div className='relative h-screen w-screen flex items-center justify-center'>
<article className=' relative z-2 text-center '>
<h1 className='text-8xl font-semibold uppercase text-white'>
{' '}
Mesh Gradient
</h1>
</article>
<Canvas
camera={{ position: [0.0, 0.0, 8.0], fov: 10 }}
className='absolute! top-0 left-0 w-screen h-screen'
>
{/* <OrbitControls /> */}
<Environment preset='studio' environmentIntensity={0.5} />
<Blob />
<EffectComposer>
<Noise premultiply blendFunction={BlendFunction.ADD} />
</EffectComposer>
</Canvas>
</div>
);
};
export default Home;