The prompt that made it
as published# GALACTIC SPIRAL 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
SPIRAL-SHADER.TSX
"USE CLIENT";
IMPORT REACT, { USEEFFECT, USEREF } FROM "REACT";
IMPORT * AS THREE FROM "THREE";
EXPORT FUNCTION SHADERANIMATION() {
CONST CONTAINERREF = USEREF<HTMLDIVELEMENT>(NULL);
CONST SCENEREF = USEREF<{
CAMERA: THREE.CAMERA;
SCENE: THREE.SCENE;
RENDERER: THREE.WEBGLRENDERER;
UNIFORMS: ANY;
ANIMATIONID: NUMBER;
} | NULL>(NULL);
USEEFFECT(() => {
IF (!CONTAINERREF.CURRENT) RETURN;
CONST CONTAINER = CONTAINERREF.CURRENT;
CONST VERTEXSHADER = `
VOID MAIN() {
GL_POSITION = VEC4( POSITION, 1.0 );
}
`;
// UPDATED FRAGMENT SHADER WITH A 7-COLOR NEON RAINBOW PALETTE
CONST FRAGMENTSHADER = `
#DEFINE TWO_PI 6.2831853072
#DEFINE PI 3.14159265359
PRECISION HIGHP FLOAT;
UNIFORM VEC2 RESOLUTION;
UNIFORM FLOAT TIME;
// UPDATED TO A BRIGHTER, MORE SATURATED "NEON" RAINBOW PALETTE
VEC3 GETCOLOR(FLOAT INTENSITY) {
VEC3 COLOR1 = VEC3(1.0, 0.05, 0.25); // NEON RED/PINK
VEC3 COLOR2 = VEC3(1.0, 0.4, 0.0); // NEON ORANGE
VEC3 COLOR3 = VEC3(1.0, 1.0, 0.0); // NEON YELLOW
VEC3 COLOR4 = VEC3(0.1, 1.0, 0.1); // NEON GREEN
VEC3 COLOR5 = VEC3(0.2, 0.5, 1.0); // NEON BLUE
VEC3 COLOR6 = VEC3(0.7, 0.0, 1.0); // NEON INDIGO/PURPLE
VEC3 COLOR7 = VEC3(1.0, 0.0, 0.7); // NEON MAGENTA
VEC3 FINALCOLOR = COLOR1;
FINALCOLOR = MIX(FINALCOLOR, COLOR2, SMOOTHSTEP(0.0, 0.17, INTENSITY));
FINALCOLOR = MIX(FINALCOLOR, COLOR3, SMOOTHSTEP(0.17, 0.34, INTENSITY));
FINALCOLOR = MIX(FINALCOLOR, COLOR4, SMOOTHSTEP(0.34, 0.51, INTENSITY));
FINALCOLOR = MIX(FINALCOLOR, COLOR5, SMOOTHSTEP(0.51, 0.68, INTENSITY));
FINALCOLOR = MIX(FINALCOLOR, COLOR6, SMOOTHSTEP(0.68, 0.85, INTENSITY));
FINALCOLOR = MIX(FINALCOLOR, COLOR7, SMOOTHSTEP(0.85, 1.0, INTENSITY));
RETURN FINALCOLOR;
}
VOID MAIN(VOID) {
VEC2 UV = (GL_FRAGCOORD.XY * 2.0 - RESOLUTION.XY) / MIN(RESOLUTION.X, RESOLUTION.Y);
FLOAT T = TIME*0.05;
FLOAT LINEWIDTH = 0.003; // SLIGHTLY THICKER LINES FOR THE SPIRAL
// CONVERT TO POLAR COORDINATES TO CREATE THE SPIRAL
FLOAT RADIUS = LENGTH(UV);
FLOAT ANGLE = ATAN(UV.Y, UV.X);
FLOAT TOTAL_INTENSITY = 0.0;
// THE NEW CORE MATHEMATICAL PATTERN, BASED ON A SPIRAL
FOR(INT I=0; I < 5; I++){
// WE COMBINE RADIUS AND ANGLE TO CREATE THE SPIRAL SHAPE
FLOAT SPIRAL_PATTERN = RADIUS * 2.0 + ANGLE * 0.5; // ADJUST THE 0.5 TO MAKE THE SPIRAL TIGHTER OR LOOSER
TOTAL_INTENSITY += LINEWIDTH*FLOAT(I*I) / ABS(FRACT(T + FLOAT(I)*0.02)*5.0 - SPIRAL_PATTERN + MOD(UV.X+UV.Y, 0.2));
}
// MAP THE CALCULATED INTENSITY TO OUR COLOR GRADIENT
VEC3 FINALCOLOR = GETCOLOR(FRACT(TOTAL_INTENSITY * 0.25 + T * 0.1));
// MULTIPLY THE GRADIENT COLOR BY THE RAW INTENSITY TO MAKE THE BRIGHT LINES GLOW
GL_FRAGCOLOR = VEC4(FINALCOLOR * TOTAL_INTENSITY, 1.0);
}
`;
CONST CAMERA = NEW THREE.CAMERA();
CAMERA.POSITION.Z = 1;
CONST SCENE = NEW THREE.SCENE();
CONST GEOMETRY = NEW THREE.PLANEGEOMETRY(2, 2);
CONST UNIFORMS = {
TIME: { TYPE: "F", VALUE: 1.0 },
RESOLUTION: { TYPE: "V2", VALUE: NEW THREE.VECTOR2() },
};
CONST MATERIAL = NEW THREE.SHADERMATERIAL({
UNIFORMS: UNIFORMS,
VERTEXSHADER: VERTEXSHADER,
FRAGMENTSHADER: FRAGMENTSHADER,
});
CONST MESH = NEW THREE.MESH(GEOMETRY, MATERIAL);
SCENE.ADD(MESH);
CONST RENDERER = NEW THREE.WEBGLRENDERER({ ANTIALIAS: TRUE, POWERPREFERENCE: "HIGH-PERFORMANCE" });
RENDERER.SETPIXELRATIO(MATH.MIN(WINDOW.DEVICEPIXELRATIO, 2));
CONTAINER.APPENDCHILD(RENDERER.DOMELEMENT);
CONST ONWINDOWRESIZE = () => {
CONST { CLIENTWIDTH, CLIENTHEIGHT } = CONTAINER;
RENDERER.SETSIZE(CLIENTWIDTH, CLIENTHEIGHT);
UNIFORMS.RESOLUTION.VALUE.X = RENDERER.DOMELEMENT.WIDTH;
UNIFORMS.RESOLUTION.VALUE.Y = RENDERER.DOMELEMENT.HEIGHT;
};
ONWINDOWRESIZE();
WINDOW.ADDEVENTLISTENER("RESIZE", ONWINDOWRESIZE, FALSE);
CONST ANIMATE = () => {
CONST ANIMATIONID = REQUESTANIMATIONFRAME(ANIMATE);
UNIFORMS.TIME.VALUE += 0.05;
RENDERER.RENDER(SCENE, CAMERA);
IF (SCENEREF.CURRENT) {
SCENEREF.CURRENT.ANIMATIONID = ANIMATIONID;
}
};
SCENEREF.CURRENT = { CAMERA, SCENE, RENDERER, UNIFORMS, ANIMATIONID: 0 };
ANIMATE();
RETURN () => {
WINDOW.REMOVEEVENTLISTENER("RESIZE", ONWINDOWRESIZE);
IF (SCENEREF.CURRENT) {
CANCELANIMATIONFRAME(SCENEREF.CURRENT.ANIMATIONID);
IF (CONTAINER && SCENEREF.CURRENT.RENDERER.DOMELEMENT) {
CONTAINER.REMOVECHILD(SCENEREF.CURRENT.RENDERER.DOMELEMENT);
}
SCENEREF.CURRENT.RENDERER.DISPOSE();
GEOMETRY.DISPOSE();
MATERIAL.DISPOSE();
}
};
}, []);
RETURN (
<DIV
REF={CONTAINERREF}
CLASSNAME="ABSOLUTE TOP-0 LEFT-0 W-FULL H-FULL"
STYLE={{
BACKGROUND: "#000",
OVERFLOW: "HIDDEN",
}}
/>
);
}
EXPORT DEFAULT SHADERANIMATION;
DEMO.TSX
IMPORT SHADERANIMATION FROM "@/COMPONENTS/UI/SPIRAL-SHADER";
EXPORT DEFAULT FUNCTION DEMOONE() {
RETURN (
<DIV CLASSNAME="RELATIVE FLEX H-SCREEN W-FULL FLEX-COL ITEMS-CENTER JUSTIFY-CENTER OVERFLOW-HIDDEN BG-BLACK">
<SHADERANIMATION/>
<SPAN CLASSNAME="ABSOLUTE POINTER-EVENTS-NONE Z-10 TEXT-CENTER TEXT-5XL MD:TEXT-7XL LEADING-NONE FONT-SEMIBOLD TRACKING-TIGHTER WHITESPACE-PRE-WRAP TEXT-WHITE">
GALACTIC SPIRAL
</SPAN>
</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.