The prompt that made it
as published# CELESTIAL SPHERE — COMPONENT INTEGRATION PROMPT
YOU ARE GIVEN A TASK TO INTEGRATE AN EXISTING REACT COMPONENT IN THE CODEBASE
THE CODEBASE SHOULD SUPPORT:
- SHADCN PROJECT STRUCTURE
- TAILWIND CSS
- TYPESCRIPT
IF IT DOESN'T, PROVIDE INSTRUCTIONS ON HOW TO SETUP PROJECT VIA SHADCN CLI, INSTALL TAILWIND OR TYPESCRIPT.
DETERMINE THE DEFAULT PATH FOR COMPONENTS AND STYLES.
IF DEFAULT PATH FOR COMPONENTS IS NOT /COMPONENTS/UI, PROVIDE INSTRUCTIONS ON WHY IT'S IMPORTANT TO CREATE THIS FOLDER
COPY-PASTE THIS COMPONENT TO /COMPONENTS/UI FOLDER:
```tsx
CELESTIAL-SPHERE.TSX
"USE CLIENT";
IMPORT REACT, { USEREF, USEEFFECT } FROM "REACT";
IMPORT * AS THREE FROM "THREE";
// =================================
// 1. THE SHADER COMPONENT
// =================================
INTERFACE CELESTIALSPHEREPROPS {
HUE?: NUMBER;
SPEED?: NUMBER;
ZOOM?: NUMBER;
PARTICLESIZE?: NUMBER;
CLASSNAME?: STRING;
}
EXPORT CONST CELESTIALSPHERE: REACT.FC<CELESTIALSPHEREPROPS> = ({
HUE = 200.0,
SPEED = 0.3,
ZOOM = 1.5,
PARTICLESIZE = 3.0,
CLASSNAME = "",
}) => {
CONST MOUNTREF = USEREF<HTMLDIVELEMENT>(NULL);
USEEFFECT(() => {
IF (!MOUNTREF.CURRENT) RETURN;
CONST CURRENTMOUNT = MOUNTREF.CURRENT;
LET SCENE, CAMERA, RENDERER, MATERIAL, MESH;
LET ANIMATIONFRAMEID: NUMBER;
CONST MOUSE = NEW THREE.VECTOR2(0.5, 0.5);
// --- SHADERS ---
CONST VERTEXSHADER = `
VARYING VEC2 VUV;
VOID MAIN() {
VUV = UV;
GL_POSITION = PROJECTIONMATRIX * MODELVIEWMATRIX * VEC4(POSITION, 1.0);
}
`;
CONST FRAGMENTSHADER = `
PRECISION HIGHP FLOAT;
VARYING VEC2 VUV;
UNIFORM VEC2 U_RESOLUTION;
UNIFORM FLOAT U_TIME;
UNIFORM VEC2 U_MOUSE;
UNIFORM FLOAT U_HUE;
UNIFORM FLOAT U_ZOOM;
UNIFORM FLOAT U_PARTICLE_SIZE;
// HSL TO RGB CONVERSION
VEC3 HSL2RGB(VEC3 C) {
VEC3 RGB = CLAMP(ABS(MOD(C.X*6.0+VEC3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0);
RETURN C.Z * MIX(VEC3(1.0), RGB, C.Y);
}
// 2D RANDOM FUNCTION
FLOAT RANDOM(VEC2 ST) {
RETURN FRACT(SIN(DOT(ST.XY, VEC2(12.9898, 78.233))) * 43758.5453123);
}
// 2D NOISE FUNCTION
FLOAT NOISE(VEC2 ST) {
VEC2 I = FLOOR(ST);
VEC2 F = FRACT(ST);
FLOAT A = RANDOM(I);
FLOAT B = RANDOM(I + VEC2(1.0, 0.0));
FLOAT C = RANDOM(I + VEC2(0.0, 1.0));
FLOAT D = RANDOM(I + VEC2(1.0, 1.0));
VEC2 U = F * F * (3.0 - 2.0 * F);
RETURN MIX(A, B, U.X) + (C - A) * U.Y * (1.0 - U.X) + (D - B) * U.Y * U.X;
}
// FRACTIONAL BROWNIAN MOTION
FLOAT FBM(VEC2 ST) {
FLOAT VALUE = 0.0;
FLOAT AMPLITUDE = 0.5;
FOR (INT I = 0; I < 6; I++) {
VALUE += AMPLITUDE * NOISE(ST);
ST *= 2.0;
AMPLITUDE *= 0.5;
}
RETURN VALUE;
}
VOID MAIN() {
VEC2 UV = (GL_FRAGCOORD.XY - 0.5 * U_RESOLUTION.XY) / MIN(U_RESOLUTION.Y, U_RESOLUTION.X);
UV *= U_ZOOM;
// WARP EFFECT BASED ON MOUSE
VEC2 MOUSE_NORMALIZED = U_MOUSE / U_RESOLUTION;
UV += (MOUSE_NORMALIZED - 0.5) * 0.8;
// TIME-VARYING NOISE FOR NEBULA CLOUDS
FLOAT F = FBM(UV + VEC2(U_TIME * 0.1, U_TIME * 0.05));
FLOAT T = FBM(UV + F + VEC2(U_TIME * 0.05, U_TIME * 0.02));
// FINAL COLOR CALCULATION
FLOAT NEBULA = POW(T, 2.0);
VEC3 COLOR = HSL2RGB(VEC3(U_HUE / 360.0 + NEBULA * 0.2, 0.7, 0.5));
COLOR *= NEBULA * 2.5;
// STARFIELD
FLOAT STAR_VAL = RANDOM(VUV * 500.0);
IF (STAR_VAL > 0.998) {
FLOAT STAR_BRIGHTNESS = (STAR_VAL - 0.998) / 0.002;
COLOR += VEC3(STAR_BRIGHTNESS * U_PARTICLE_SIZE);
}
GL_FRAGCOLOR = VEC4(COLOR, 1.0);
}
`;
// --- SCENE INITIALIZATION ---
CONST INIT = () => {
SCENE = NEW THREE.SCENE();
CAMERA = NEW THREE.ORTHOGRAPHICCAMERA(-1, 1, 1, -1, 0, 1);
RENDERER = NEW THREE.WEBGLRENDERER({ ANTIALIAS: TRUE });
RENDERER.SETPIXELRATIO(WINDOW.DEVICEPIXELRATIO);
CURRENTMOUNT.APPENDCHILD(RENDERER.DOMELEMENT);
MATERIAL = NEW THREE.SHADERMATERIAL({
VERTEXSHADER,
FRAGMENTSHADER,
UNIFORMS: {
U_TIME: { VALUE: 0.0 },
U_RESOLUTION: { VALUE: NEW THREE.VECTOR2() },
U_MOUSE: { VALUE: NEW THREE.VECTOR2() },
U_HUE: { VALUE: HUE },
U_ZOOM: { VALUE: ZOOM },
U_PARTICLE_SIZE: { VALUE: PARTICLESIZE },
},
});
CONST GEOMETRY = NEW THREE.PLANEGEOMETRY(2, 2);
MESH = NEW THREE.MESH(GEOMETRY, MATERIAL);
SCENE.ADD(MESH);
ADDEVENTLISTENERS();
RESIZE();
ANIMATE();
};
// --- ANIMATION LOOP ---
CONST ANIMATE = () => {
MATERIAL.UNIFORMS.U_TIME.VALUE += 0.005 * SPEED;
RENDERER.RENDER(SCENE, CAMERA);
ANIMATIONFRAMEID = REQUESTANIMATIONFRAME(ANIMATE);
};
// --- EVENT HANDLERS ---
CONST RESIZE = () => {
CONST { CLIENTWIDTH, CLIENTHEIGHT } = CURRENTMOUNT;
RENDERER.SETSIZE(CLIENTWIDTH, CLIENTHEIGHT);
MATERIAL.UNIFORMS.U_RESOLUTION.VALUE.SET(CLIENTWIDTH, CLIENTHEIGHT);
CAMERA.UPDATEPROJECTIONMATRIX();
};
CONST ONMOUSEMOVE = (EVENT: MOUSEEVENT) => {
CONST RECT = CURRENTMOUNT.GETBOUNDINGCLIENTRECT();
MOUSE.X = EVENT.CLIENTX - RECT.LEFT;
MOUSE.Y = EVENT.CLIENTY - RECT.TOP;
MATERIAL.UNIFORMS.U_MOUSE.VALUE.SET(MOUSE.X, CURRENTMOUNT.CLIENTHEIGHT - MOUSE.Y);
};
CONST ADDEVENTLISTENERS = () => {
WINDOW.ADDEVENTLISTENER("RESIZE", RESIZE);
WINDOW.ADDEVENTLISTENER("MOUSEMOVE", ONMOUSEMOVE);
};
CONST REMOVEEVENTLISTENERS = () => {
WINDOW.REMOVEEVENTLISTENER("RESIZE", RESIZE);
WINDOW.REMOVEEVENTLISTENER("MOUSEMOVE", ONMOUSEMOVE);
};
INIT();
// --- CLEANUP ---
RETURN () => {
REMOVEEVENTLISTENERS();
CANCELANIMATIONFRAME(ANIMATIONFRAMEID);
IF (CURRENTMOUNT && RENDERER.DOMELEMENT) {
CURRENTMOUNT.REMOVECHILD(RENDERER.DOMELEMENT);
}
RENDERER.DISPOSE();
};
}, [HUE, SPEED, ZOOM, PARTICLESIZE]);
RETURN <DIV REF={MOUNTREF} CLASSNAME={CLASSNAME || "W-FULL H-FULL"} />;
};
EXPORT DEFAULT CELESTIALSPHERE;
DEMO.TSX
IMPORT { CELESTIALSPHERE } FROM "@/COMPONENTS/UI/CELESTIAL-SPHERE";
EXPORT DEFAULT FUNCTION DEMOONE() {
RETURN (
<DIV CLASSNAME="RELATIVE FLEX H-SCREEN W-FULL FLEX-COL ITEMS-CENTER JUSTIFY-CENTER OVERFLOW-HIDDEN ROUNDED-LG BG-BLACK">
<CELESTIALSPHERE
HUE={210.0}
SPEED={0.4}
ZOOM={1.2}
PARTICLESIZE={4.0}
CLASSNAME="ABSOLUTE TOP-0 LEFT-0 W-FULL H-FULL"
/>
<DIV CLASSNAME="RELATIVE Z-10 TEXT-CENTER TEXT-WHITE POINTER-EVENTS-NONE">
<H1 CLASSNAME="TEXT-6XL FONT-BOLD TRACKING-TIGHTER">CELESTIAL SPHERE</H1>
<P CLASSNAME="MT-4 TEXT-LG TEXT-GRAY-300">AN INTERACTIVE WEBGL SHADER COMPONENT FOR REACT.</P>
</DIV>
</DIV>
);
}
```
INSTALL NPM DEPENDENCIES:
```bash
THREE
```
## IMPLEMENTATION GUIDELINES
1. ANALYZE THE COMPONENT STRUCTURE AND IDENTIFY ALL REQUIRED DEPENDENCIES
2. REVIEW THE COMPONENT'S ARGUMENS AND STATE
3. IDENTIFY ANY REQUIRED CONTEXT PROVIDERS OR HOOKS AND INSTALL THEM
4. QUESTIONS TO ASK
- WHAT DATA/PROPS WILL BE PASSED TO THIS COMPONENT?
- ARE THERE ANY SPECIFIC STATE MANAGEMENT REQUIREMENTS?
- ARE THERE ANY REQUIRED ASSETS (IMAGES, ICONS, ETC.)?
- WHAT IS THE EXPECTED RESPONSIVE BEHAVIOR?
- WHAT IS THE BEST PLACE TO USE THIS COMPONENT IN THE APP?
## STEPS TO INTEGRATE
0. COPY PASTE ALL THE CODE ABOVE IN THE CORRECT DIRECTORIES
1. INSTALL EXTERNAL DEPENDENCIES
2. FILL IMAGE ASSETS WITH UNSPLASH STOCK IMAGES YOU KNOW EXIST
3. USE LUCIDE-REACT ICONS FOR SVGS OR LOGOS IF COMPONENT REQUIRES THEMAdds a render step. Works best with the HyperFrames or Remotion skills installed. Free, no sign-up.
Prompt by @pulkitxm. Prompts belong to their creators.