The prompt that made it
as published# SHADER LINES — COMPONENT INTEGRATION TASK
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
SHADER-LINES.TSX
"USE CLIENT"
IMPORT { USEEFFECT, USEREF } FROM "REACT"
DECLARE GLOBAL {
INTERFACE WINDOW {
THREE: ANY
}
}
EXPORT FUNCTION SHADERANIMATION() {
CONST CONTAINERREF = USEREF<HTMLDIVELEMENT>(NULL)
CONST SCENEREF = USEREF<{
CAMERA: ANY
SCENE: ANY
RENDERER: ANY
UNIFORMS: ANY
ANIMATIONID: NUMBER | NULL
}>({
CAMERA: NULL,
SCENE: NULL,
RENDERER: NULL,
UNIFORMS: NULL,
ANIMATIONID: NULL,
})
USEEFFECT(() => {
// LOAD THREE.JS DYNAMICALLY
CONST SCRIPT = DOCUMENT.CREATEELEMENT("SCRIPT")
SCRIPT.SRC = "HTTPS://CDNJS.CLOUDFLARE.COM/AJAX/LIBS/THREE.JS/89/THREE.MIN.JS"
SCRIPT.ONLOAD = () => {
IF (CONTAINERREF.CURRENT && WINDOW.THREE) {
INITTHREEJS()
}
}
DOCUMENT.HEAD.APPENDCHILD(SCRIPT)
RETURN () => {
// CLEANUP
IF (SCENEREF.CURRENT.ANIMATIONID) {
CANCELANIMATIONFRAME(SCENEREF.CURRENT.ANIMATIONID)
}
IF (SCENEREF.CURRENT.RENDERER) {
SCENEREF.CURRENT.RENDERER.DISPOSE()
}
DOCUMENT.HEAD.REMOVECHILD(SCRIPT)
}
}, [])
CONST INITTHREEJS = () => {
IF (!CONTAINERREF.CURRENT || !WINDOW.THREE) RETURN
CONST THREE = WINDOW.THREE
CONST CONTAINER = CONTAINERREF.CURRENT
// CLEAR ANY EXISTING CONTENT
CONTAINER.INNERHTML = ""
// INITIALIZE CAMERA
CONST CAMERA = NEW THREE.CAMERA()
CAMERA.POSITION.Z = 1
// INITIALIZE SCENE
CONST SCENE = NEW THREE.SCENE()
// CREATE GEOMETRY
CONST GEOMETRY = NEW THREE.PLANEBUFFERGEOMETRY(2, 2)
// DEFINE UNIFORMS
CONST UNIFORMS = {
TIME: { TYPE: "F", VALUE: 1.0 },
RESOLUTION: { TYPE: "V2", VALUE: NEW THREE.VECTOR2() },
}
// VERTEX SHADER
CONST VERTEXSHADER = `
VOID MAIN() {
GL_POSITION = VEC4( POSITION, 1.0 );
}
`
// FRAGMENT SHADER
CONST FRAGMENTSHADER = `
#DEFINE TWO_PI 6.2831853072
#DEFINE PI 3.14159265359
PRECISION HIGHP FLOAT;
UNIFORM VEC2 RESOLUTION;
UNIFORM FLOAT TIME;
FLOAT RANDOM (IN FLOAT X) {
RETURN FRACT(SIN(X)*1E4);
}
FLOAT RANDOM (VEC2 ST) {
RETURN FRACT(SIN(DOT(ST.XY,
VEC2(12.9898,78.233)))*
43758.5453123);
}
VARYING VEC2 VUV;
VOID MAIN(VOID) {
VEC2 UV = (GL_FRAGCOORD.XY * 2.0 - RESOLUTION.XY) / MIN(RESOLUTION.X, RESOLUTION.Y);
VEC2 FMOSAICSCAL = VEC2(4.0, 2.0);
VEC2 VSCREENSIZE = VEC2(256,256);
UV.X = FLOOR(UV.X * VSCREENSIZE.X / FMOSAICSCAL.X) / (VSCREENSIZE.X / FMOSAICSCAL.X);
UV.Y = FLOOR(UV.Y * VSCREENSIZE.Y / FMOSAICSCAL.Y) / (VSCREENSIZE.Y / FMOSAICSCAL.Y);
FLOAT T = TIME*0.06+RANDOM(UV.X)*0.4;
FLOAT LINEWIDTH = 0.0008;
VEC3 COLOR = VEC3(0.0);
FOR(INT J = 0; J < 3; J++){
FOR(INT I=0; I < 5; I++){
COLOR[J] += LINEWIDTH*FLOAT(I*I) / ABS(FRACT(T - 0.01*FLOAT(J)+FLOAT(I)*0.01)*1.0 - LENGTH(UV));
}
}
GL_FRAGCOLOR = VEC4(COLOR[2],COLOR[1],COLOR[0],1.0);
}
`
// CREATE MATERIAL
CONST MATERIAL = NEW THREE.SHADERMATERIAL({
UNIFORMS: UNIFORMS,
VERTEXSHADER: VERTEXSHADER,
FRAGMENTSHADER: FRAGMENTSHADER,
})
// CREATE MESH AND ADD TO SCENE
CONST MESH = NEW THREE.MESH(GEOMETRY, MATERIAL)
SCENE.ADD(MESH)
// INITIALIZE RENDERER
CONST RENDERER = NEW THREE.WEBGLRENDERER()
RENDERER.SETPIXELRATIO(WINDOW.DEVICEPIXELRATIO)
CONTAINER.APPENDCHILD(RENDERER.DOMELEMENT)
// STORE REFERENCES
SCENEREF.CURRENT = {
CAMERA,
SCENE,
RENDERER,
UNIFORMS,
ANIMATIONID: NULL,
}
// HANDLE RESIZE
CONST ONWINDOWRESIZE = () => {
CONST RECT = CONTAINER.GETBOUNDINGCLIENTRECT()
RENDERER.SETSIZE(RECT.WIDTH, RECT.HEIGHT)
UNIFORMS.RESOLUTION.VALUE.X = RENDERER.DOMELEMENT.WIDTH
UNIFORMS.RESOLUTION.VALUE.Y = RENDERER.DOMELEMENT.HEIGHT
}
ONWINDOWRESIZE()
WINDOW.ADDEVENTLISTENER("RESIZE", ONWINDOWRESIZE, FALSE)
// ANIMATION LOOP
CONST ANIMATE = () => {
SCENEREF.CURRENT.ANIMATIONID = REQUESTANIMATIONFRAME(ANIMATE)
UNIFORMS.TIME.VALUE += 0.05
RENDERER.RENDER(SCENE, CAMERA)
}
ANIMATE()
}
RETURN (
<DIV
REF={CONTAINERREF}
CLASSNAME="W-FULL H-FULL ABSOLUTE"
/>
)
}
DEMO.TSX
IMPORT { SHADERANIMATION } FROM "@/COMPONENTS/UI/SHADER-LINES";
EXPORT DEFAULT FUNCTION DEMOONE() {
RETURN (
<DIV CLASSNAME="RELATIVE FLEX H-[650PX] W-FULL FLEX-COL ITEMS-CENTER JUSTIFY-CENTER OVERFLOW-HIDDEN ROUNDED-XL">
<SHADERANIMATION/>
<SPAN CLASSNAME="POINTER-EVENTS-NONE Z-10 TEXT-CENTER TEXT-7XL LEADING-NONE FONT-SEMIBOLD TRACKING-TIGHTER WHITESPACE-PRE-WRAP TEXT-WHITE">
SHADER LINES
</SPAN>
</DIV>
)
}
```
## 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.