The prompt that made it
as published# SHADER BACKGROUND 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
SHADER-BACKGROUND.TSX
IMPORT REACT, { USEEFFECT, USEREF } FROM 'REACT';
CONST SHADERBACKGROUND = () => {
CONST CANVASREF = USEREF(NULL);
// VERTEX SHADER SOURCE CODE
CONST VSSOURCE = `
ATTRIBUTE VEC4 AVERTEXPOSITION;
VOID MAIN() {
GL_POSITION = AVERTEXPOSITION;
}
`;
// FRAGMENT SHADER SOURCE CODE
CONST FSSOURCE = `
PRECISION HIGHP FLOAT;
UNIFORM VEC2 IRESOLUTION;
UNIFORM FLOAT ITIME;
CONST FLOAT OVERALLSPEED = 0.2;
CONST FLOAT GRIDSMOOTHWIDTH = 0.015;
CONST FLOAT AXISWIDTH = 0.05;
CONST FLOAT MAJORLINEWIDTH = 0.025;
CONST FLOAT MINORLINEWIDTH = 0.0125;
CONST FLOAT MAJORLINEFREQUENCY = 5.0;
CONST FLOAT MINORLINEFREQUENCY = 1.0;
CONST VEC4 GRIDCOLOR = VEC4(0.5);
CONST FLOAT SCALE = 5.0;
CONST VEC4 LINECOLOR = VEC4(0.4, 0.2, 0.8, 1.0);
CONST FLOAT MINLINEWIDTH = 0.01;
CONST FLOAT MAXLINEWIDTH = 0.2;
CONST FLOAT LINESPEED = 1.0 * OVERALLSPEED;
CONST FLOAT LINEAMPLITUDE = 1.0;
CONST FLOAT LINEFREQUENCY = 0.2;
CONST FLOAT WARPSPEED = 0.2 * OVERALLSPEED;
CONST FLOAT WARPFREQUENCY = 0.5;
CONST FLOAT WARPAMPLITUDE = 1.0;
CONST FLOAT OFFSETFREQUENCY = 0.5;
CONST FLOAT OFFSETSPEED = 1.33 * OVERALLSPEED;
CONST FLOAT MINOFFSETSPREAD = 0.6;
CONST FLOAT MAXOFFSETSPREAD = 2.0;
CONST INT LINESPERGROUP = 16;
#DEFINE DRAWCIRCLE(POS, RADIUS, COORD) SMOOTHSTEP(RADIUS + GRIDSMOOTHWIDTH, RADIUS, LENGTH(COORD - (POS)))
#DEFINE DRAWSMOOTHLINE(POS, HALFWIDTH, T) SMOOTHSTEP(HALFWIDTH, 0.0, ABS(POS - (T)))
#DEFINE DRAWCRISPLINE(POS, HALFWIDTH, T) SMOOTHSTEP(HALFWIDTH + GRIDSMOOTHWIDTH, HALFWIDTH, ABS(POS - (T)))
#DEFINE DRAWPERIODICLINE(FREQ, WIDTH, T) DRAWCRISPLINE(FREQ / 2.0, WIDTH, ABS(MOD(T, FREQ) - (FREQ) / 2.0))
FLOAT DRAWGRIDLINES(FLOAT AXIS) {
RETURN DRAWCRISPLINE(0.0, AXISWIDTH, AXIS)
+ DRAWPERIODICLINE(MAJORLINEFREQUENCY, MAJORLINEWIDTH, AXIS)
+ DRAWPERIODICLINE(MINORLINEFREQUENCY, MINORLINEWIDTH, AXIS);
}
FLOAT DRAWGRID(VEC2 SPACE) {
RETURN MIN(1.0, DRAWGRIDLINES(SPACE.X) + DRAWGRIDLINES(SPACE.Y));
}
FLOAT RANDOM(FLOAT T) {
RETURN (COS(T) + COS(T * 1.3 + 1.3) + COS(T * 1.4 + 1.4)) / 3.0;
}
FLOAT GETPLASMAY(FLOAT X, FLOAT HORIZONTALFADE, FLOAT OFFSET) {
RETURN RANDOM(X * LINEFREQUENCY + ITIME * LINESPEED) * HORIZONTALFADE * LINEAMPLITUDE + OFFSET;
}
VOID MAIN() {
VEC2 FRAGCOORD = GL_FRAGCOORD.XY;
VEC4 FRAGCOLOR;
VEC2 UV = FRAGCOORD.XY / IRESOLUTION.XY;
VEC2 SPACE = (FRAGCOORD - IRESOLUTION.XY / 2.0) / IRESOLUTION.X * 2.0 * SCALE;
FLOAT HORIZONTALFADE = 1.0 - (COS(UV.X * 6.28) * 0.5 + 0.5);
FLOAT VERTICALFADE = 1.0 - (COS(UV.Y * 6.28) * 0.5 + 0.5);
SPACE.Y += RANDOM(SPACE.X * WARPFREQUENCY + ITIME * WARPSPEED) * WARPAMPLITUDE * (0.5 + HORIZONTALFADE);
SPACE.X += RANDOM(SPACE.Y * WARPFREQUENCY + ITIME * WARPSPEED + 2.0) * WARPAMPLITUDE * HORIZONTALFADE;
VEC4 LINES = VEC4(0.0);
VEC4 BGCOLOR1 = VEC4(0.1, 0.1, 0.3, 1.0);
VEC4 BGCOLOR2 = VEC4(0.3, 0.1, 0.5, 1.0);
FOR(INT L = 0; L < LINESPERGROUP; L++) {
FLOAT NORMALIZEDLINEINDEX = FLOAT(L) / FLOAT(LINESPERGROUP);
FLOAT OFFSETTIME = ITIME * OFFSETSPEED;
FLOAT OFFSETPOSITION = FLOAT(L) + SPACE.X * OFFSETFREQUENCY;
FLOAT RAND = RANDOM(OFFSETPOSITION + OFFSETTIME) * 0.5 + 0.5;
FLOAT HALFWIDTH = MIX(MINLINEWIDTH, MAXLINEWIDTH, RAND * HORIZONTALFADE) / 2.0;
FLOAT OFFSET = RANDOM(OFFSETPOSITION + OFFSETTIME * (1.0 + NORMALIZEDLINEINDEX)) * MIX(MINOFFSETSPREAD, MAXOFFSETSPREAD, HORIZONTALFADE);
FLOAT LINEPOSITION = GETPLASMAY(SPACE.X, HORIZONTALFADE, OFFSET);
FLOAT LINE = DRAWSMOOTHLINE(LINEPOSITION, HALFWIDTH, SPACE.Y) / 2.0 + DRAWCRISPLINE(LINEPOSITION, HALFWIDTH * 0.15, SPACE.Y);
FLOAT CIRCLEX = MOD(FLOAT(L) + ITIME * LINESPEED, 25.0) - 12.0;
VEC2 CIRCLEPOSITION = VEC2(CIRCLEX, GETPLASMAY(CIRCLEX, HORIZONTALFADE, OFFSET));
FLOAT CIRCLE = DRAWCIRCLE(CIRCLEPOSITION, 0.01, SPACE) * 4.0;
LINE = LINE + CIRCLE;
LINES += LINE * LINECOLOR * RAND;
}
FRAGCOLOR = MIX(BGCOLOR1, BGCOLOR2, UV.X);
FRAGCOLOR *= VERTICALFADE;
FRAGCOLOR.A = 1.0;
FRAGCOLOR += LINES;
GL_FRAGCOLOR = FRAGCOLOR;
}
`;
// HELPER FUNCTION TO COMPILE SHADER
CONST LOADSHADER = (GL, TYPE, SOURCE) => {
CONST SHADER = GL.CREATESHADER(TYPE);
GL.SHADERSOURCE(SHADER, SOURCE);
GL.COMPILESHADER(SHADER);
IF (!GL.GETSHADERPARAMETER(SHADER, GL.COMPILE_STATUS)) {
CONSOLE.ERROR('SHADER COMPILE ERROR: ', GL.GETSHADERINFOLOG(SHADER));
GL.DELETESHADER(SHADER);
RETURN NULL;
}
RETURN SHADER;
};
// INITIALIZE SHADER PROGRAM
CONST INITSHADERPROGRAM = (GL, VSSOURCE, FSSOURCE) => {
CONST VERTEXSHADER = LOADSHADER(GL, GL.VERTEX_SHADER, VSSOURCE);
CONST FRAGMENTSHADER = LOADSHADER(GL, GL.FRAGMENT_SHADER, FSSOURCE);
CONST SHADERPROGRAM = GL.CREATEPROGRAM();
GL.ATTACHSHADER(SHADERPROGRAM, VERTEXSHADER);
GL.ATTACHSHADER(SHADERPROGRAM, FRAGMENTSHADER);
GL.LINKPROGRAM(SHADERPROGRAM);
IF (!GL.GETPROGRAMPARAMETER(SHADERPROGRAM, GL.LINK_STATUS)) {
CONSOLE.ERROR('SHADER PROGRAM LINK ERROR: ', GL.GETPROGRAMINFOLOG(SHADERPROGRAM));
RETURN NULL;
}
RETURN SHADERPROGRAM;
};
USEEFFECT(() => {
CONST CANVAS = CANVASREF.CURRENT;
IF (!CANVAS) RETURN;
CONST GL = CANVAS.GETCONTEXT('WEBGL');
IF (!GL) {
CONSOLE.WARN('WEBGL NOT SUPPORTED.');
RETURN;
}
CONST SHADERPROGRAM = INITSHADERPROGRAM(GL, VSSOURCE, FSSOURCE);
CONST POSITIONBUFFER = GL.CREATEBUFFER();
GL.BINDBUFFER(GL.ARRAY_BUFFER, POSITIONBUFFER);
CONST POSITIONS = [
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
1.0, 1.0,
];
GL.BUFFERDATA(GL.ARRAY_BUFFER, NEW FLOAT32ARRAY(POSITIONS), GL.STATIC_DRAW);
CONST PROGRAMINFO = {
PROGRAM: SHADERPROGRAM,
ATTRIBLOCATIONS: {
VERTEXPOSITION: GL.GETATTRIBLOCATION(SHADERPROGRAM, 'AVERTEXPOSITION'),
},
UNIFORMLOCATIONS: {
RESOLUTION: GL.GETUNIFORMLOCATION(SHADERPROGRAM, 'IRESOLUTION'),
TIME: GL.GETUNIFORMLOCATION(SHADERPROGRAM, 'ITIME'),
},
};
CONST RESIZECANVAS = () => {
CANVAS.WIDTH = WINDOW.INNERWIDTH;
CANVAS.HEIGHT = WINDOW.INNERHEIGHT;
GL.VIEWPORT(0, 0, CANVAS.WIDTH, CANVAS.HEIGHT);
};
WINDOW.ADDEVENTLISTENER('RESIZE', RESIZECANVAS);
RESIZECANVAS();
LET STARTTIME = DATE.NOW();
CONST RENDER = () => {
CONST CURRENTTIME = (DATE.NOW() - STARTTIME) / 1000;
GL.CLEARCOLOR(0.0, 0.0, 0.0, 1.0);
GL.CLEAR(GL.COLOR_BUFFER_BIT);
GL.USEPROGRAM(PROGRAMINFO.PROGRAM);
GL.UNIFORM2F(PROGRAMINFO.UNIFORMLOCATIONS.RESOLUTION, CANVAS.WIDTH, CANVAS.HEIGHT);
GL.UNIFORM1F(PROGRAMINFO.UNIFORMLOCATIONS.TIME, CURRENTTIME);
GL.BINDBUFFER(GL.ARRAY_BUFFER, POSITIONBUFFER);
GL.VERTEXATTRIBPOINTER(
PROGRAMINFO.ATTRIBLOCATIONS.VERTEXPOSITION,
2,
GL.FLOAT,
FALSE,
0,
0
);
GL.ENABLEVERTEXATTRIBARRAY(PROGRAMINFO.ATTRIBLOCATIONS.VERTEXPOSITION);
GL.DRAWARRAYS(GL.TRIANGLE_STRIP, 0, 4);
REQUESTANIMATIONFRAME(RENDER);
};
REQUESTANIMATIONFRAME(RENDER);
RETURN () => {
WINDOW.REMOVEEVENTLISTENER('RESIZE', RESIZECANVAS);
};
}, []);
RETURN (
<CANVAS REF={CANVASREF} CLASSNAME="FIXED TOP-0 LEFT-0 W-FULL H-FULL -Z-10" />
);
};
EXPORT DEFAULT SHADERBACKGROUND;
DEMO.TSX
// THIS IS FILE WITH DEMOS OF YOUR COMPONENT
// EACH EXPORT IS ONE USECASE FOR YOUR COMPONENT
IMPORT SHADERBACKGROUND FROM "@/COMPONENTS/UI/SHADER-BACKGROUND";
CONST DEMOONE = () => {
RETURN <SHADERBACKGROUND />;
};
EXPORT { DEMOONE };
```
## 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.