The prompt that made it
as published# GLSL HILLS — 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
glsl-hills.tsx
import { useEffect, useRef } from 'react';
import * as THREE from 'three';
const GLSLHills = ({ width = '100vw', height = '100vh', cameraZ = 125, planeSize = 256, speed = 0.5 }) => {
const canvasRef = useRef(null);
const containerRef = useRef(null);
useEffect(() => {
// Plane class
class Plane {
constructor() {
this.uniforms = {
time: { type: 'f', value: 0 },
};
this.mesh = this.createMesh();
this.time = speed;
}
createMesh() {
return new THREE.Mesh(
new THREE.PlaneGeometry(planeSize, planeSize, planeSize, planeSize),
new THREE.RawShaderMaterial({
uniforms: this.uniforms,
vertexShader: `
#define GLSLIFY 1
attribute vec3 position;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform float time;
varying vec3 vPosition;
mat4 rotateMatrixX(float radian) {
return mat4(
1.0, 0.0, 0.0, 0.0,
0.0, cos(radian), -sin(radian), 0.0,
0.0, sin(radian), cos(radian), 0.0,
0.0, 0.0, 0.0, 1.0
);
}
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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 = mod289(Pi0);
Pi1 = mod289(Pi1);
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 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 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 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 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;
}
void main(void) {
vec3 updatePosition = (rotateMatrixX(radians(90.0)) * vec4(position, 1.0)).xyz;
float sin1 = sin(radians(updatePosition.x / 128.0 * 90.0));
vec3 noisePosition = updatePosition + vec3(0.0, 0.0, time * -30.0);
float noise1 = cnoise(noisePosition * 0.08);
float noise2 = cnoise(noisePosition * 0.06);
float noise3 = cnoise(noisePosition * 0.4);
vec3 lastPosition = updatePosition + vec3(0.0,
noise1 * sin1 * 8.0
+ noise2 * sin1 * 8.0
+ noise3 * (abs(sin1) * 2.0 + 0.5)
+ pow(sin1, 2.0) * 40.0, 0.0);
vPosition = lastPosition;
gl_Position = projectionMatrix * modelViewMatrix * vec4(lastPosition, 1.0);
}
`,
fragmentShader: `
precision highp float;
#define GLSLIFY 1
varying vec3 vPosition;
void main(void) {
float opacity = (96.0 - length(vPosition)) / 256.0 * 0.6;
vec3 color = vec3(0.6);
gl_FragColor = vec4(color, opacity);
}
`,
transparent: true
})
);
}
render(time) {
this.uniforms.time.value += time * this.time;
}
}
// Three.js setup
const renderer = new THREE.WebGLRenderer({ canvas: canvasRef.current, antialias: false });
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
const clock = new THREE.Clock();
const plane = new Plane();
const resize = () => {
const canvas = canvasRef.current;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
};
const render = () => {
plane.render(clock.getDelta());
renderer.render(scene, camera);
};
const renderLoop = () => {
render();
requestAnimationFrame(renderLoop);
};
const init = () => {
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000, 0);
camera.position.set(0, 16, cameraZ);
camera.lookAt(new THREE.Vector3(0, 28, 0));
scene.add(plane.mesh);
window.addEventListener('resize', resize);
resize();
renderLoop();
};
init();
return () => {
window.removeEventListener('resize', resize);
};
}, [cameraZ, planeSize, speed]);
return (
<div ref={containerRef} style={{ position: 'relative', width, height }}>
<canvas
ref={canvasRef}
style={{
position: 'absolute',
top: 0,
right: 0,
bottom: 0,
left: 0,
zIndex: 1
}}
/>
</div>
);
};
export { GLSLHills } ;
demo.tsx
import { GLSLHills } from "@/components/ui/glsl-hills";
export default function DemoOne() {
return (
<div className="relative flex h-full w-full flex-col items-center justify-center overflow-hidden ">
<GLSLHills/>
<div className="space-y-6 pointer-events-none z-10 text-center absolute">
<h1 className="font-semibold text-7xl whitespace-pre-wrap">
<span className="italic text-6xl font-thin">Designs That Speak <br/> </span>
Louder Than Words
</h1>
<p className="text-sm text-primary/60">
We craft stunning visuals and user - friendly experiences that <br/> help your brand stand out and connect with your audience.
</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.