The prompt that made it
as published# CELESTIAL SPHERE SHADER
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-SHADER.TSX
IMPORT REACT, { USEREF, USEEFFECT, MEMO } FROM 'REACT';
IMPORT * AS THREE FROM 'THREE';
// --- GLSL 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 FLOAT U_TIME;
UNIFORM VEC3 U_COLOR1;
UNIFORM VEC3 U_COLOR2;
UNIFORM FLOAT U_CLOUD_DENSITY;
UNIFORM FLOAT U_GLOW_INTENSITY;
FLOAT RANDOM(VEC3 P) {
RETURN FRACT(SIN(DOT(P, VEC3(12.9898,78.233,151.7182))) * 43758.5453);
}
FLOAT NOISE(VEC3 P) {
VEC3 I = FLOOR(P);
VEC3 F = FRACT(P);
VEC3 U = F*F*(3.0 - 2.0*F);
RETURN MIX(
MIX(MIX(RANDOM(I+VEC3(0,0,0)), RANDOM(I+VEC3(1,0,0)), U.X),
MIX(RANDOM(I+VEC3(0,1,0)), RANDOM(I+VEC3(1,1,0)), U.X), U.Y),
MIX(MIX(RANDOM(I+VEC3(0,0,1)), RANDOM(I+VEC3(1,0,1)), U.X),
MIX(RANDOM(I+VEC3(0,1,1)), RANDOM(I+VEC3(1,1,1)), U.X), U.Y),
U.Z
);
}
FLOAT FBM(VEC3 P) {
FLOAT V = 0.0, AMP = 0.5;
FOR (INT I = 0; I < 6; I++) {
V += AMP * NOISE(P);
P *= 2.0;
AMP *= 0.5;
}
RETURN V;
}
VOID MAIN() {
VEC2 UV = VUV * 2.0 - 1.0;
FLOAT D = 1.0 - DOT(UV, UV);
IF (D < 0.0) DISCARD;
// MAP UV ONTO SPHERE
VEC3 POS = VEC3(UV, SQRT(D));
// CLOUD / NEBULA
VEC3 COORD = POS * U_CLOUD_DENSITY + U_TIME * 0.1;
FLOAT C = FBM(COORD);
VEC3 NEBULA = MIX(U_COLOR1, U_COLOR2, SMOOTHSTEP(0.4, 0.6, C));
// FRESNEL RIM GLOW
FLOAT FRESNEL = POW(1.0 - DOT(NORMALIZE(POS), VEC3(0,0,1)), 2.0)
* U_GLOW_INTENSITY;
VEC3 GLOW = FRESNEL * U_COLOR2;
GL_FRAGCOLOR = VEC4(NEBULA + GLOW, 1.0);
}
`;
EXPORT INTERFACE SHADERCANVASPROPS {
COLOR1?: THREE.COLOR | STRING | NUMBER;
COLOR2?: THREE.COLOR | STRING | NUMBER;
CLOUDDENSITY?: NUMBER;
GLOWINTENSITY?: NUMBER;
ROTATIONSPEED?: NUMBER;
}
CONST SHADERCANVAS: REACT.FC<SHADERCANVASPROPS> = MEMO(({
COLOR1 = 0XFF4444,
COLOR2 = 0X4444FF,
CLOUDDENSITY = 2.0,
GLOWINTENSITY = 1.0,
ROTATIONSPEED = 0.5,
}) => {
CONST MOUNTREF = USEREF<HTMLDIVELEMENT>(NULL);
CONST THREEREF = USEREF<{
RENDERER?: THREE.WEBGLRENDERER;
SCENE?: THREE.SCENE;
CAMERA?: THREE.PERSPECTIVECAMERA;
UNIFORMS?: {
U_TIME: { VALUE: NUMBER };
U_COLOR1: { VALUE: THREE.COLOR };
U_COLOR2: { VALUE: THREE.COLOR };
U_CLOUD_DENSITY: { VALUE: NUMBER };
U_GLOW_INTENSITY: { VALUE: NUMBER };
};
SPHERE?: THREE.MESH;
CLOCK?: THREE.CLOCK;
}>({});
USEEFFECT(() => {
CONST CONTAINER = MOUNTREF.CURRENT;
IF (!CONTAINER) RETURN;
// 1. SCENE + CAMERA
CONST SCENE = NEW THREE.SCENE();
CONST CAMERA = NEW THREE.PERSPECTIVECAMERA(
75,
WINDOW.INNERWIDTH / WINDOW.INNERHEIGHT,
0.1,
1000
);
CAMERA.POSITION.Z = 1;
// 2. RENDERER (NO ALPHA → WE GET A VISIBLE BACKGROUND COLOR)
CONST RENDERER = NEW THREE.WEBGLRENDERER({ ANTIALIAS: TRUE });
RENDERER.SETSIZE(WINDOW.INNERWIDTH, WINDOW.INNERHEIGHT);
RENDERER.SETPIXELRATIO(MATH.MIN(WINDOW.DEVICEPIXELRATIO, 2));
RENDERER.SETCLEARCOLOR(0X000000, 1); // BLACK BACKGROUND
CONTAINER.APPENDCHILD(RENDERER.DOMELEMENT);
// 3. UNIFORMS
CONST UNIFORMS = {
U_TIME: { VALUE: 0.0 },
U_COLOR1: { VALUE: NEW THREE.COLOR(COLOR1) },
U_COLOR2: { VALUE: NEW THREE.COLOR(COLOR2) },
U_CLOUD_DENSITY: { VALUE: CLOUDDENSITY },
U_GLOW_INTENSITY: { VALUE: GLOWINTENSITY },
};
// 4. SPHERE MESH WITH SHADERMATERIAL
CONST GEO = NEW THREE.SPHEREGEOMETRY(0.6, 64, 64);
CONST MAT = NEW THREE.SHADERMATERIAL({
UNIFORMS,
VERTEXSHADER,
FRAGMENTSHADER,
TRANSPARENT: FALSE, // ENSURE THE BLACK CLEARCOLOR SHOWS THROUGH
});
CONST SPHERE = NEW THREE.MESH(GEO, MAT);
SCENE.ADD(SPHERE);
CONST CLOCK = NEW THREE.CLOCK();
THREEREF.CURRENT = { RENDERER, SCENE, CAMERA, UNIFORMS, SPHERE, CLOCK };
// 5. HANDLE RESIZE
FUNCTION ONRESIZE() {
CONST W = WINDOW.INNERWIDTH;
CONST H = WINDOW.INNERHEIGHT;
CAMERA.ASPECT = W / H;
CAMERA.UPDATEPROJECTIONMATRIX();
RENDERER.SETSIZE(W, H);
}
WINDOW.ADDEVENTLISTENER('RESIZE', ONRESIZE);
ONRESIZE();
// 6. ANIMATION LOOP
LET RAF: NUMBER;
CONST LOOP = () => {
CONST { CLOCK, SPHERE } = THREEREF.CURRENT;
CONST DELTA = CLOCK!.GETDELTA();
SPHERE!.ROTATION.Y += DELTA * ROTATIONSPEED;
UNIFORMS.U_TIME.VALUE = CLOCK!.GETELAPSEDTIME();
RENDERER.RENDER(SCENE, CAMERA);
RAF = REQUESTANIMATIONFRAME(LOOP);
};
LOOP();
// 7. CLEANUP
RETURN () => {
CANCELANIMATIONFRAME(RAF);
WINDOW.REMOVEEVENTLISTENER('RESIZE', ONRESIZE);
GEO.DISPOSE();
MAT.DISPOSE();
RENDERER.DISPOSE();
IF (CONTAINER.CONTAINS(RENDERER.DOMELEMENT)) {
CONTAINER.REMOVECHILD(RENDERER.DOMELEMENT);
}
};
}, [COLOR1, COLOR2, CLOUDDENSITY, GLOWINTENSITY, ROTATIONSPEED]);
RETURN (
<DIV
REF={MOUNTREF}
STYLE={{
POSITION: 'FIXED',
INSET: 0,
WIDTH: '100VW',
HEIGHT: '100VH',
BACKGROUNDCOLOR: '#000', // FALLBACK CSS BACKGROUND
}}
/>
);
});
EXPORT DEFAULT SHADERCANVAS;
DEMO.TSX
IMPORT REACT, { USESTATE, USECALLBACK } FROM 'REACT';
IMPORT SHADERCANVAS FROM "@/COMPONENTS/UI/CELESTIAL-SPHERE-SHADER";
// --- CONSTANTS ---
CONST DEFAULT_PROPS = {
COLOR1: "#082F49", // DARK BLUE
COLOR2: "#7DD3FC", // LIGHT BLUE
ROTATIONSPEED: 0.1,
CLOUDDENSITY: 2.5,
GLOWINTENSITY: 1.5,
};
CONST PRESETS = [
{ NAME: "ORION NEBULA", SETTINGS: { COLOR1: "#431478", COLOR2: "#E879F9", ROTATIONSPEED: 0.05, CLOUDDENSITY: 3.0, GLOWINTENSITY: 1.8 } },
{ NAME: "CRIMSON GAS GIANT", SETTINGS: { COLOR1: "#4A044E", COLOR2: "#BE123C", ROTATIONSPEED: 0.15, CLOUDDENSITY: 2.0, GLOWINTENSITY: 1.2 } },
{ NAME: "ICE PLANET", SETTINGS: { COLOR1: "#FFFFFF", COLOR2: "#67E8F9", ROTATIONSPEED: 0.1, CLOUDDENSITY: 4.0, GLOWINTENSITY: 2.0 } },
];
// --- MAIN APP COMPONENT ---
EXPORT DEFAULT FUNCTION DEMOONE() {
CONST [PROPS, SETPROPS] = USESTATE(DEFAULT_PROPS);
CONST APPLYPRESET = USECALLBACK((PRESET) => SETPROPS(PRESET.SETTINGS), []);
CONST HANDLEVALUECHANGE = USECALLBACK((PROPNAME, VALUE) => {
SETPROPS(PREV => ({ ...PREV, [PROPNAME]: VALUE }));
}, []);
CONST RANDOMIZE = USECALLBACK(() => {
SETPROPS({
COLOR1: `#${MATH.FLOOR(MATH.RANDOM()*16777215).TOSTRING(16).PADSTART(6, '0')}`,
COLOR2: `#${MATH.FLOOR(MATH.RANDOM()*16777215).TOSTRING(16).PADSTART(6, '0')}`,
ROTATIONSPEED: MATH.RANDOM() * 0.4,
CLOUDDENSITY: 1.0 + MATH.RANDOM() * 4.0,
GLOWINTENSITY: 0.5 + MATH.RANDOM() * 2.5,
});
}, []);
RETURN (
<DIV CLASSNAME="RELATIVE W-SCREEN H-SCREEN BG-BLACK FONT-SANS OVERFLOW-HIDDEN">
{/* BACKGROUND STARFIELD TEXTURE */}
<DIV CLASSNAME="ABSOLUTE INSET-0 BG-[URL('HTTPS://WWW.TRANSPARENTTEXTURES.COM/PATTERNS/STARDUST.PNG')] OPACITY-30"></DIV>
{/* THE MAIN SHADER COMPONENT */}
<SHADERCANVAS {...PROPS} />
{/* UI CONTROLS PANEL */}
<DIV CLASSNAME="ABSOLUTE TOP-4 RIGHT-4 BG-BLACK/40 BACKDROP-BLUR-XL P-6 ROUNDED-2XL TEXT-WHITE SHADOW-2XL W-96 BORDER BORDER-WHITE/10">
<H1 CLASSNAME="TEXT-2XL FONT-BOLD MB-2 TRACKING-WIDE TEXT-WHITE/90">CELESTIAL SPHERE CONTROLS</H1>
<DIV CLASSNAME="GRID GRID-COLS-2 GAP-4 MB-4">
<DIV>
<LABEL CLASSNAME="BLOCK MB-2 TEXT-SM TEXT-WHITE/70">NEBULA COLOR A</LABEL>
<INPUT TYPE="COLOR" VALUE={PROPS.COLOR1} ONCHANGE={(E) => HANDLEVALUECHANGE('COLOR1', E.TARGET.VALUE)} CLASSNAME="W-FULL H-10 P-1 BG-GRAY-800 BORDER-WHITE/20 ROUNDED-MD"/>
</DIV>
<DIV>
<LABEL CLASSNAME="BLOCK MB-2 TEXT-SM TEXT-WHITE/70">NEBULA COLOR B</LABEL>
<INPUT TYPE="COLOR" VALUE={PROPS.COLOR2} ONCHANGE={(E) => HANDLEVALUECHANGE('COLOR2', E.TARGET.VALUE)} CLASSNAME="W-FULL H-10 P-1 BG-GRAY-800 BORDER-WHITE/20 ROUNDED-MD"/>
</DIV>
</DIV>
<DIV CLASSNAME="SPACE-Y-4">
<DIV><LABEL CLASSNAME="TEXT-SM">ROTATION SPEED: {PROPS.ROTATIONSPEED.TOFIXED(2)}</LABEL><INPUT TYPE="RANGE" MIN="0.0" MAX="0.5" STEP="0.01" VALUE={PROPS.ROTATIONSPEED} ONCHANGE={(E) => HANDLEVALUECHANGE('ROTATIONSPEED', PARSEFLOAT(E.TARGET.VALUE))} CLASSNAME="W-FULL H-2 BG-GRAY-700 ROUNDED-LG APPEARANCE-NONE CURSOR-POINTER ACCENT-SKY-500"/></DIV>
<DIV><LABEL CLASSNAME="TEXT-SM">CLOUD DENSITY: {PROPS.CLOUDDENSITY.TOFIXED(2)}</LABEL><INPUT TYPE="RANGE" MIN="1.0" MAX="8.0" STEP="0.1" VALUE={PROPS.CLOUDDENSITY} ONCHANGE={(E) => HANDLEVALUECHANGE('CLOUDDENSITY', PARSEFLOAT(E.TARGET.VALUE))} CLASSNAME="W-FULL H-2 BG-GRAY-700 ROUNDED-LG APPEARANCE-NONE CURSOR-POINTER ACCENT-SKY-500"/></DIV>
<DIV><LABEL CLASSNAME="TEXT-SM">GLOW INTENSITY: {PROPS.GLOWINTENSITY.TOFIXED(2)}</LABEL><INPUT TYPE="RANGE" MIN="0.0" MAX="3.0" STEP="0.01" VALUE={PROPS.GLOWINTENSITY} ONCHANGE={(E) => HANDLEVALUECHANGE('GLOWINTENSITY', PARSEFLOAT(E.TARGET.VALUE))} CLASSNAME="W-FULL H-2 BG-GRAY-700 ROUNDED-LG APPEARANCE-NONE CURSOR-POINTER ACCENT-SKY-500"/></DIV>
</DIV>
<DIV CLASSNAME="MT-6 PT-4 BORDER-T BORDER-WHITE/10 SPACE-Y-2">
<DIV CLASSNAME="GRID GRID-COLS-3 GAP-2">
{PRESETS.MAP(P => <BUTTON KEY={P.NAME} ONCLICK={() => APPLYPRESET(P)} CLASSNAME="PX-3 PY-2 TEXT-XS BG-WHITE/10 ROUNDED-MD HOVER:BG-WHITE/20 TRANSITION-COLORS">{P.NAME}</BUTTON>)}
</DIV>
<DIV CLASSNAME="GRID GRID-COLS-2 GAP-2">
<BUTTON ONCLICK={RANDOMIZE} CLASSNAME="PX-3 PY-2 TEXT-SM BG-PURPLE-500/20 TEXT-PURPLE-300 ROUNDED-MD HOVER:BG-PURPLE-500/40 TRANSITION-COLORS">RANDOMIZE</BUTTON>
<BUTTON ONCLICK={() => SETPROPS(DEFAULT_PROPS)} CLASSNAME="PX-3 PY-2 TEXT-SM BG-INDIGO-500/20 TEXT-INDIGO-300 ROUNDED-MD HOVER:BG-INDIGO-500/40 TRANSITION-COLORS">RESET</BUTTON>
</DIV>
</DIV>
</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.