The prompt that made it
as published# FLOWING WAVES SHADER — COMPONENT INTEGRATION
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
FLOWING-WAVES-SHADER.TSX
IMPORT REACT, { USEEFFECT, USEREF, USESTATE } FROM 'REACT';
IMPORT * AS THREE FROM 'THREE';
CONST INTERACTIVEWAVESHADER = () => {
CONST CONTAINERREF = USEREF(NULL);
CONST MATERIALREF = USEREF();
// REACT STATE TO CONTROL SHADER UNIFORMS
CONST [HASACTIVE, SETHASACTIVE] = USESTATE(FALSE);
CONST [HASUPCOMING, SETHASUPCOMING] = USESTATE(FALSE);
CONST [DIMMINGDISABLED, SETDIMMINGDISABLED] = USESTATE(FALSE);
// UPDATE SHADER UNIFORMS WHEN STATE CHANGES
USEEFFECT(() => {
IF (MATERIALREF.CURRENT) {
MATERIALREF.CURRENT.UNIFORMS.HASACTIVEREMINDERS.VALUE = HASACTIVE;
}
}, [HASACTIVE]);
USEEFFECT(() => {
IF (MATERIALREF.CURRENT) {
MATERIALREF.CURRENT.UNIFORMS.HASUPCOMINGREMINDERS.VALUE = HASUPCOMING;
}
}, [HASUPCOMING]);
USEEFFECT(() => {
IF (MATERIALREF.CURRENT) {
MATERIALREF.CURRENT.UNIFORMS.DISABLECENTERDIMMING.VALUE = DIMMINGDISABLED;
}
}, [DIMMINGDISABLED]);
USEEFFECT(() => {
CONST CONTAINER = CONTAINERREF.CURRENT;
IF (!CONTAINER) RETURN;
// 1) RENDERER + SCENE + CAMERA + CLOCK
LET RENDERER;
TRY {
// USE ALPHA:FALSE FOR A STANDARD OPAQUE BACKGROUND
RENDERER = NEW THREE.WEBGLRENDERER({ ANTIALIAS: TRUE, ALPHA: FALSE });
RENDERER.SETPIXELRATIO(WINDOW.DEVICEPIXELRATIO);
CONTAINER.APPENDCHILD(RENDERER.DOMELEMENT);
} CATCH (ERR) {
CONSOLE.ERROR('WEBGL NOT SUPPORTED', ERR);
CONTAINER.INNERHTML = '<P STYLE="COLOR:WHITE;TEXT-ALIGN:CENTER;">SORRY, WEBGL ISN'T AVAILABLE.</P>';
RETURN;
}
CONST SCENE = NEW THREE.SCENE();
CONST CAMERA = NEW THREE.ORTHOGRAPHICCAMERA(-1, 1, 1, -1, 0, 1);
CONST CLOCK = NEW THREE.CLOCK();
// 2) SHADERS
CONST VERTEXSHADER = `
// WE PASS THE UV COORDINATES OF THE PLANE TO THE FRAGMENT SHADER
VARYING VEC2 VTEXTURECOORD;
VOID MAIN() {
VTEXTURECOORD = UV;
GL_POSITION = VEC4(POSITION, 1.0);
}
`;
// THE NEW FRAGMENT SHADER YOU PROVIDED
CONST FRAGMENTSHADER = `
PRECISION MEDIUMP FLOAT;
UNIFORM VEC2 IRESOLUTION;
UNIFORM FLOAT ITIME;
UNIFORM VEC2 IMOUSE;
UNIFORM BOOL HASACTIVEREMINDERS;
UNIFORM BOOL HASUPCOMINGREMINDERS;
UNIFORM BOOL DISABLECENTERDIMMING;
VARYING VEC2 VTEXTURECOORD;
VOID MAINIMAGE(OUT VEC4 FRAGCOLOR, IN VEC2 FRAGCOORD) {
VEC2 UV = (2.0 * FRAGCOORD - IRESOLUTION.XY) / MIN(IRESOLUTION.X, IRESOLUTION.Y);
// CALCULATE DISTANCE FROM CENTER FOR DIMMING THE CENTER
VEC2 CENTER = IRESOLUTION.XY * 0.5;
FLOAT DIST = DISTANCE(FRAGCOORD, CENTER);
FLOAT RADIUS = MIN(IRESOLUTION.X, IRESOLUTION.Y) * 0.5;
// CREATE A DIMMING FACTOR FOR THE CENTER AREA (30% OF THE RADIUS)
FLOAT CENTERDIM = DISABLECENTERDIMMING ? 1.0 : SMOOTHSTEP(RADIUS * 0.3, RADIUS * 0.5, DIST);
FOR(FLOAT I = 1.0; I < 10.0; I++){
UV.X += 0.6 / I * COS(I * 2.5 * UV.Y + ITIME);
UV.Y += 0.6 / I * COS(I * 1.5 * UV.X + ITIME);
}
// DETERMINE COLOR BASED ON REMINDER STATE
IF (HASACTIVEREMINDERS) {
// BLUE SHADE FOR ACTIVE REMINDERS
FRAGCOLOR = VEC4(VEC3(0.1, 0.3, 0.6) / ABS(SIN(ITIME - UV.Y - UV.X)), 1.0);
} ELSE IF (HASUPCOMINGREMINDERS) {
// GREEN SHADE FOR UPCOMING REMINDERS
FRAGCOLOR = VEC4(VEC3(0.1, 0.5, 0.2) / ABS(SIN(ITIME - UV.Y - UV.X)), 1.0);
} ELSE {
// ORIGINAL NEUTRAL COLOR
FRAGCOLOR = VEC4(VEC3(0.1) / ABS(SIN(ITIME - UV.Y - UV.X)), 1.0);
}
// APPLY CENTER DIMMING ONLY IF NOT DISABLED
IF (!DISABLECENTERDIMMING) {
FRAGCOLOR.RGB = MIX(FRAGCOLOR.RGB * 0.3, FRAGCOLOR.RGB, CENTERDIM);
}
}
VOID MAIN() {
// REMOVE THE CIRCULAR MASK TO MAKE THE SHADER FULL SCREEN
VEC4 COLOR;
MAINIMAGE(COLOR, VTEXTURECOORD * IRESOLUTION);
GL_FRAGCOLOR = COLOR;
}
`;
// 3) MATERIAL, GEOMETRY, MESH
CONST UNIFORMS = {
ITIME: { VALUE: 0 },
IRESOLUTION: { VALUE: NEW THREE.VECTOR2() },
IMOUSE: { VALUE: NEW THREE.VECTOR2() },
HASACTIVEREMINDERS: { VALUE: HASACTIVE },
HASUPCOMINGREMINDERS: { VALUE: HASUPCOMING },
DISABLECENTERDIMMING: { VALUE: DIMMINGDISABLED }
};
CONST MATERIAL = NEW THREE.SHADERMATERIAL({ VERTEXSHADER, FRAGMENTSHADER, UNIFORMS });
MATERIALREF.CURRENT = MATERIAL; // STORE MATERIAL IN REF
CONST GEOMETRY = NEW THREE.PLANEGEOMETRY(2, 2);
CONST MESH = NEW THREE.MESH(GEOMETRY, MATERIAL);
SCENE.ADD(MESH);
// 4) RESIZE AND MOUSE MOVE HANDLERS
CONST ONRESIZE = () => {
CONST W = CONTAINER.CLIENTWIDTH;
CONST H = CONTAINER.CLIENTHEIGHT;
RENDERER.SETSIZE(W, H);
UNIFORMS.IRESOLUTION.VALUE.SET(W, H);
};
CONST ONMOUSEMOVE = (EVENT) => {
UNIFORMS.IMOUSE.VALUE.SET(EVENT.CLIENTX, EVENT.CLIENTY);
}
WINDOW.ADDEVENTLISTENER('RESIZE', ONRESIZE);
WINDOW.ADDEVENTLISTENER('MOUSEMOVE', ONMOUSEMOVE);
ONRESIZE();
// 5) ANIMATION LOOP
RENDERER.SETANIMATIONLOOP(() => {
UNIFORMS.ITIME.VALUE = CLOCK.GETELAPSEDTIME();
RENDERER.RENDER(SCENE, CAMERA);
});
// 6) CLEANUP
RETURN () => {
WINDOW.REMOVEEVENTLISTENER('RESIZE', ONRESIZE);
WINDOW.REMOVEEVENTLISTENER('MOUSEMOVE', ONMOUSEMOVE);
RENDERER.SETANIMATIONLOOP(NULL);
CONST CANVAS = RENDERER.DOMELEMENT;
IF (CANVAS && CANVAS.PARENTNODE) {
CANVAS.PARENTNODE.REMOVECHILD(CANVAS);
}
MATERIAL.DISPOSE();
GEOMETRY.DISPOSE();
RENDERER.DISPOSE();
};
}, [HASACTIVE, HASUPCOMING, DIMMINGDISABLED]);
CONST BUTTONSTYLE = {
PADDING: '10PX 15PX',
MARGIN: '5PX',
FONTSIZE: '14PX',
CURSOR: 'POINTER',
BORDERRADIUS: '8PX',
BORDER: '1PX SOLID #555',
BACKGROUNDCOLOR: '#333',
COLOR: 'WHITE',
BOXSHADOW: '0 2PX 5PX RGBA(0,0,0,0.2)'
};
RETURN (
<>
<DIV
REF={CONTAINERREF}
STYLE={{
POSITION: 'FIXED',
TOP: 0,
LEFT: 0,
WIDTH: '100VW',
HEIGHT: '100VH',
ZINDEX: -1,
BACKGROUNDCOLOR: '#000'
}}
ARIA-LABEL="INTERACTIVE WAVE ANIMATION"
/>
<DIV STYLE={{
POSITION: 'ABSOLUTE',
BOTTOM: '20PX',
LEFT: '50%',
TRANSFORM: 'TRANSLATEX(-50%)',
ZINDEX: 10,
BACKGROUNDCOLOR: 'RGBA(0,0,0,0.5)',
PADDING: '10PX',
BORDERRADIUS: '12PX',
DISPLAY: 'FLEX',
GAP: '10PX'
}}>
<BUTTON STYLE={{...BUTTONSTYLE, BACKGROUNDCOLOR: HASACTIVE ? '#007BFF' : '#333'}} ONCLICK={() => SETHASACTIVE(!HASACTIVE)}>
ACTIVE REMINDERS
</BUTTON>
<BUTTON STYLE={{...BUTTONSTYLE, BACKGROUNDCOLOR: HASUPCOMING ? '#28A745' : '#333'}} ONCLICK={() => SETHASUPCOMING(!HASUPCOMING)}>
UPCOMING REMINDERS
</BUTTON>
<BUTTON STYLE={{...BUTTONSTYLE, BACKGROUNDCOLOR: DIMMINGDISABLED ? '#DC3545' : '#333'}} ONCLICK={() => SETDIMMINGDISABLED(!DIMMINGDISABLED)}>
DISABLE DIMMING
</BUTTON>
</DIV>
</>
);
};
EXPORT DEFAULT INTERACTIVEWAVESHADER;
DEMO.TSX
IMPORT INTERACTIVEWAVESHADER FROM "@/COMPONENTS/UI/FLOWING-WAVES-SHADER";
EXPORT DEFAULT FUNCTION DEMOONE() {
RETURN <DIV CLASSNAME="APP-CONTAINER">
<INTERACTIVEWAVESHADER />
</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.