React Bits
componentAcidSquares-TS-CSSsource: ok · refreshed
AcidSquares
A crystalline corridor of stacked squares receding into depth.
npx shadcn add "https://reactbits.dev/r/AcidSquares-TS-CSS.json"free
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Dependencies
Bundle weight · lightogl@^1.0.11
Files2 · source cached 10/8/2026, 2:22:15 AM
AcidSquares.css
.acid-squares-container {
position: relative;
width: 100%;
height: 100%;
overflow: hidden;
}
.acid-squares-canvas {
position: absolute;
inset: 0;
display: block;
width: 100%;
height: 100%;
}
AcidSquares.tsx
'use client';
import { useEffect, useRef, type HTMLAttributes } from 'react';
import './AcidSquares.css';
export type AcidSquaresShape = 'square' | 'round';
export type AcidSquaresDetail = 'low' | 'medium' | 'high';
export type AcidSquaresLighting = 'split' | 'backlit' | 'overhead';
export type AcidSquaresHoverEffect = 'press' | 'lift' | 'none';
export type AcidSquaresPulseOrigin = 'center' | 'random';
export interface AcidSquaresProps extends HTMLAttributes<HTMLDivElement> {
color?: string;
accentColor?: string;
secondaryColor?: string;
tileSize?: number;
gap?: number;
roundness?: number;
softness?: number;
bulge?: number;
rotation?: number;
gloss?: number;
waves?: number;
waveScale?: number;
speed?: number;
shape?: AcidSquaresShape;
pulse?: number;
pulseSpeed?: number;
pulseSpacing?: number;
pulseWidth?: number;
pulseOrigin?: AcidSquaresPulseOrigin;
brightness?: number;
lighting?: AcidSquaresLighting;
tilt?: number;
zoom?: number;
depth?: number;
grain?: number;
fade?: number;
opacity?: number;
intro?: boolean;
mouseInteraction?: boolean;
hoverEffect?: AcidSquaresHoverEffect;
mouseStrength?: number;
mouseRadius?: number;
pulseOnClick?: boolean;
detail?: AcidSquaresDetail;
lightMode?: boolean;
paused?: boolean;
dpr?: number;
}
type Light = [number, number, number, number, number];
type Settings = {
color: string;
accentColor: string;
secondaryColor: string;
tileSize: number;
gap: number;
roundness: number;
softness: number;
bulge: number;
rotation: number;
gloss: number;
waves: number;
waveScale: number;
speed: number;
square: number;
pulse: number;
pulseSpeed: number;
pulseSpacing: number;
pulseWidth: number;
randomOrigin: boolean;
brightness: number;
lights: Light[];
tilt: number;
zoom: number;
depth: number;
grain: number;
fade: number;
opacity: number;
intro: boolean;
mouseInteraction: boolean;
hover: number;
mouseStrength: number;
mouseRadius: number;
pulseOnClick: boolean;
mesh: number;
lightMode: boolean;
paused: boolean;
dpr?: number;
};
type Surface = { program: WebGLProgram; uniforms: Record<string, WebGLUniformLocation | null> };
type Ripple = { x: number; z: number; start: number; strength: number };
type Camera = { eye: number[]; target: number[]; viewProj: number[]; inverse: number[]; distance: number };
const MAX_RIPPLES = 8;
const MESH: Record<AcidSquaresDetail, number> = { low: 150, medium: 210, high: 280 };
const AREA = [-42, -76, 84, 94];
const MAX_RENDER_DIM = 2400;
const INTRO_SECONDS = 3;
const REVEAL_SECONDS = 2.6;
const REVEAL_REACH = 19;
const ORIGIN = [0, -3];
const HOVER_EFFECTS: Record<AcidSquaresHoverEffect, number> = { press: 1, lift: -1, none: 0 };
const LIGHTING: Record<AcidSquaresLighting, Light[]> = {
split: [
[7, 4.2, -4, 4, 4],
[-8, 3.6, 3, 4, 4]
],
backlit: [
[6, 1.6, -15, 5, 3],
[-7, 1.4, -13, 5, 3]
],
overhead: [
[3, 7.5, -4, 3, 3],
[-3, 7, -1, 3, 3]
]
};
const DEG = Math.PI / 180;
const FIELD = `
uniform vec4 uRipples[${MAX_RIPPLES}];
uniform vec4 uWave;
uniform float uSquare;
uniform float uClock;
uniform vec4 uSwell;
uniform vec4 uHover;
uniform vec4 uIntro;
float reachOf(vec2 delta, out vec2 grad) {
vec2 a = abs(delta);
vec2 dir = vec2(delta.x < 0.0 ? -1.0 : 1.0, delta.y < 0.0 ? -1.0 : 1.0);
float round_ = length(delta);
vec2 roundGrad = delta / max(round_, 1e-4);
float m = max(max(a.x, a.y), 1e-4);
vec2 k = a / m;
vec2 k3 = k * k * k;
float sum = dot(k3, k);
float root = sqrt(sqrt(sum));
float square = m * root;
vec2 squareGrad = dir * k3 / (root * root * root);
float d = mix(round_, square, uSquare);
vec2 g = mix(roundGrad, squareGrad, uSquare);
float soft = sqrt(d * d + 0.36);
grad = g * d / soft;
return soft - 0.6;
}
vec3 field(vec2 p) {
float t = uSwell.w;
float f = uSwell.y;
vec2 k1 = vec2(0.19, 0.11) * f;
vec2 k2 = vec2(-0.09, 0.23) * f;
vec2 k3 = vec2(0.29, -0.17) * f;
float a1 = dot(p, k1) + t * 0.55;
float a2 = dot(p, k2) - t * 0.42 + 1.3;
float a3 = dot(p, k3) + t * 0.74 + 2.1;
float h = 0.55 * sin(a1) + 0.4 * sin(a2) + 0.22 * sin(a3);
vec2 g = 0.55 * cos(a1) * k1 + 0.4 * cos(a2) * k2 + 0.22 * cos(a3) * k3;
h *= uSwell.x;
g *= uSwell.x;
vec2 dg;
for (int i = 0; i < ${MAX_RIPPLES}; i++) {
vec4 r = uRipples[i];
if (r.w <= 0.0) continue;
float age = uClock - r.z;
if (age <= 0.0) continue;
float d = reachOf(p - r.xy, dg);
float radius = age * uWave.y;
float x = (d - radius) / uWave.z;
float life = clamp(1.0 - radius / uWave.w, 0.0, 1.0);
float strength = r.w * uWave.x * life * life * smoothstep(0.0, 1.5, radius);
float bump = exp(-x * x);
h += bump * strength;
g += -2.0 * x * bump * strength / uWave.z * dg;
}
if (uIntro.w > 0.0) {
float d = reachOf(p - uIntro.xy, dg);
float x = (d - uIntro.z) / 2.2;
float bump = exp(-x * x) * uIntro.w;
h += bump;
g += -2.0 * x * bump / 2.2 * dg;
}
vec2 hd = p - uHover.xy;
float hr = max(uHover.z, 1e-3);
float hover = exp(-dot(hd, hd) / (hr * hr)) * uHover.w;
h -= hover;
g += 2.0 * hd / (hr * hr) * hover;
return vec3(h, g);
}
`;
const VERTEX = `#version 300 es
precision highp float;
${FIELD}
layout(location = 0) in vec2 aGrid;
uniform mat4 uViewProj;
uniform vec4 uArea;
out vec2 vGround;
out vec3 vWorld;
void main() {
vec2 ground = uArea.xy + aGrid * uArea.zw;
vec3 f = field(ground);
vWorld = vec3(ground.x, f.x, ground.y);
vGround = ground;
gl_Position = uViewProj * vec4(vWorld, 1.0);
}`;
const FRAGMENT = `#version 300 es
precision highp float;
${FIELD}
uniform vec3 uEye;
uniform vec3 uColor;
uniform vec3 uAccent;
uniform vec3 uSecond;
uniform vec3 uLightA;
uniform vec3 uLightB;
uniform float uTile;
uniform float uAngle;
uniform float uGap;
uniform float uRound;
uniform float uSoftness;
uniform float uBulge;
uniform float uGloss;
uniform vec2 uRange;
uniform float uBrightness;
uniform float uGrain;
uniform float uGrainScale;
uniform float uLightMode;
uniform float uOpacity;
uniform vec4 uReveal;
uniform vec2 uView;
uniform float uFade;
uniform float uFrame;
in vec2 vGround;
in vec3 vWorld;
out vec4 outColor;
float smoother(float x) {
x = clamp(x, 0.0, 1.0);
return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);
}
float hash(vec3 p) {
p = fract(p * 0.1031);
p += dot(p, p.zyx + 31.32);
return fract((p.x + p.y) * p.z);
}
void main() {
vec3 f = field(vGround);
vec3 n0 = normalize(vec3(-f.y, 1.0, -f.z));
vec3 tx = normalize(vec3(1.0, f.y, 0.0));
vec3 tz = normalize(cross(tx, n0));
tx = normalize(cross(n0, tz));
float c = cos(uAngle);
float s = sin(uAngle);
mat2 toTile = mat2(c, -s, s, c);
vec2 q = toTile * vGround / uTile;
vec2 cell = floor(q);
vec2 local = q - cell - 0.5;
float footprint = max(length(fwidth(q)), 1e-5);
float on = 1.0;
if (uReveal.w < 1.0) {
vec2 centre = transpose(toTile) * (cell + 0.5) * uTile;
vec2 dg;
float d = reachOf(centre - uReveal.xy, dg);
float delay = hash(vec3(cell, 7.0)) * 1.1;
on = max(smoother((uReveal.z - d - delay) / 1.6), uReveal.w);
}
float half_ = (0.5 - uGap * 0.5) * mix(0.62, 1.0, on);
float radius = min(uRound * half_, half_);
vec2 dd = abs(local) - (half_ - radius);
float d = length(max(dd, 0.0)) + min(max(dd.x, dd.y), 0.0) - radius;
vec2 outward = dd.x > 0.0 || dd.y > 0.0 ? normalize(max(dd, 0.0) * sign(local)) : (dd.x > dd.y ? vec2(sign(local.x), 0.0) : vec2(0.0, sign(local.y)));
float bevelWidth = max(mix(0.04, 0.42, uSoftness) * half_, footprint * 1.5);
float edge = clamp((d + bevelWidth) / bevelWidth, 0.0, 1.0);
float dome = uBulge * 0.5 * length(local) / max(half_, 1e-3);
float theta = edge * edge * mix(0.7, 1.35, uSoftness) + dome;
vec2 outwardGround = transpose(toTile) * outward;
vec2 domeGround = transpose(toTile) * (local / max(length(local), 1e-4));
vec3 bend = normalize(tx * mix(domeGround.x, outwardGround.x, edge) + tz * mix(domeGround.y, outwardGround.y, edge));
float crowd = smoothstep(0.08, 0.3, footprint);
theta *= 1.0 - crowd;
vec3 n = normalize(n0 * cos(theta) + bend * sin(theta));
float inside = 1.0 - smoothstep(-footprint * 0.75, footprint * 0.75, d);
float area = (2.0 * half_) * (2.0 * half_) - (4.0 - 3.14159) * radius * radius;
inside = mix(inside, area, crowd) * on;
vec3 toEye = uEye - vWorld;
float dist = length(toEye);
vec3 v = toEye / dist;
vec3 la = uLightA - vWorld;
vec3 lb = uLightB - vWorld;
float da = length(la);
float db = length(lb);
la /= da;
lb /= db;
float fa = 1.0 / (1.0 + da * da * 0.02);
float fb = 1.0 / (1.0 + db * db * 0.02);
float ndv = clamp(dot(n, v), 0.0, 1.0);
float fresnel = 0.04 + 0.96 * pow(1.0 - ndv, 5.0);
vec3 ha = normalize(la + v);
vec3 hb = normalize(lb + v);
float shine = mix(10.0, 90.0, uGloss);
float norm = (shine + 8.0) / 60.0;
float specA = pow(max(dot(n, ha), 0.0), shine) * norm;
float specB = pow(max(dot(n, hb), 0.0), shine) * norm;
float sheenA = pow(max(dot(n, ha), 0.0), 8.0);
float sheenB = pow(max(dot(n, hb), 0.0), 8.0);
float diffA = max(dot(n, la), 0.0);
float diffB = max(dot(n, lb), 0.0);
vec3 r = reflect(-v, n);
float rim = exp((dot(r, normalize(vec3(0.15, 0.55, -1.0))) - 1.0) * 6.0);
float occlusion = mix(1.0, 0.35, edge * edge);
float edgeLight = edge * edge;
vec3 color;
float alpha;
if (uLightMode > 0.5) {
float luma = dot(uColor, vec3(0.299, 0.587, 0.114));
vec3 body = mix(vec3(luma), uColor, 0.5) * 0.96;
vec3 keyDir = normalize(vec3(-0.35, 0.85, 0.45));
float shade = clamp(dot(n, keyDir) * 0.6 + 0.5, 0.0, 1.0);
float wa = clamp(diffA * fa * 9.0, 0.0, 1.0);
float wb = clamp(diffB * fb * 9.0, 0.0, 1.0);
vec3 hue = (uAccent * wa + uSecond * wb) / max(wa + wb, 1e-3);
vec3 lit = body * mix(vec3(1.0), hue, clamp(wa + wb, 0.0, 1.0) * 0.42) * mix(0.7, 1.05, shade);
lit += vec3(1.0) * (specA * fa + specB * fb) * 2.4 * uGloss;
lit *= mix(1.0, 0.8, edgeLight * (1.0 - crowd));
color = lit;
alpha = inside;
} else {
float luma = dot(uColor, vec3(0.299, 0.587, 0.114));
vec3 body = mix(vec3(luma), uColor, 0.35) + vec3(0.02);
vec3 lit = body * 0.25;
lit += body * (uAccent * diffA * fa + uSecond * diffB * fb) * 14.0;
lit += uAccent * (specA * (0.55 + 1.6 * edgeLight) + sheenA * 0.3) * fa * 9.0 * uGloss;
lit += uSecond * (specB * (0.55 + 1.6 * edgeLight) + sheenB * 0.3) * fb * 9.0 * uGloss;
lit += mix(uSecond, vec3(1.0), 0.4) * rim * fresnel * 0.35 * uGloss;
lit *= occlusion;
color = lit * inside;
alpha = inside;
}
float fade = 1.0 - smoother((dist - uRange.x) / max(uRange.y - uRange.x, 1e-3));
alpha *= fade * uOpacity;
color *= uBrightness;
if (uLightMode < 0.5) color = 1.0 - exp(-color * 1.1);
vec2 grainCell = floor(gl_FragCoord.xy / uGrainScale);
float grain = hash(vec3(grainCell, uFrame)) + hash(vec3(grainCell + 17.0, uFrame + 3.0)) - 1.0;
float lum = dot(color, vec3(0.299, 0.587, 0.114));
color += grain * uGrain * (uLightMode > 0.5 ? 0.6 : 0.25 + 0.75 * sqrt(clamp(lum, 0.0, 1.0)));
color = clamp(color, 0.0, 1.0);
vec2 uv = gl_FragCoord.xy / uView;
float edgeFade = max(uFade * 0.5, 1e-4);
float mask = uFade > 0.0 ? smoother(uv.x / edgeFade) * smoother((1.0 - uv.x) / edgeFade) * smoother(uv.y / edgeFade) * smoother((1.0 - uv.y) / edgeFade) : 1.0;
alpha *= mask;
outColor = vec4(color * alpha, alpha);
}`;
const UNIFORMS = [
'uRipples',
'uWave',
'uSquare',
'uClock',
'uSwell',
'uHover',
'uIntro',
'uViewProj',
'uArea',
'uEye',
'uColor',
'uAccent',
'uSecond',
'uLightA',
'uLightB',
'uTile',
'uAngle',
'uGap',
'uRound',
'uSoftness',
'uBulge',
'uGloss',
'uRange',
'uBrightness',
'uGrain',
'uGrainScale',
'uLightMode',
'uOpacity',
'uReveal',
'uView',
'uFade',
'uFrame'
];
const clamp = (value: number, min: number, max: number) => Math.min(max, Math.max(min, value));
const ease = (x: number) => {
const t = clamp(x, 0, 1);
return 1 - (1 - t) * (1 - t) * (1 - t);
};
const glide = (x: number) => {
const t = clamp(x, 0, 1);
return t * t * t * (t * (t * 6 - 15) + 10);
};
const smoothstep = (a: number, b: number, x: number) => {
const t = clamp((x - a) / (b - a), 0, 1);
return t * t * (3 - 2 * t);
};
const compile = (gl: WebGL2RenderingContext, type: number, source: string) => {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) return shader;
gl.deleteShader(shader);
return null;
};
const link = (gl: WebGL2RenderingContext, vertexSource: string, fragmentSource: string): Surface | null => {
const vertex = compile(gl, gl.VERTEX_SHADER, vertexSource);
const fragment = compile(gl, gl.FRAGMENT_SHADER, fragmentSource);
const program = gl.createProgram();
if (!vertex || !fragment || !program) return null;
gl.attachShader(program, vertex);
gl.attachShader(program, fragment);
gl.linkProgram(program);
gl.deleteShader(vertex);
gl.deleteShader(fragment);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
gl.deleteProgram(program);
return null;
}
const uniforms: Record<string, WebGLUniformLocation | null> = {};
for (const name of UNIFORMS) uniforms[name] = gl.getUniformLocation(program, name);
return { program, uniforms };
};
const perspective = (fov: number, aspect: number, near: number, far: number) => {
const f = 1 / Math.tan(fov / 2);
const nf = 1 / (near - far);
return [f / aspect, 0, 0, 0, 0, f, 0, 0, 0, 0, (far + near) * nf, -1, 0, 0, 2 * far * near * nf, 0];
};
const lookAt = (eye: number[], target: number[]) => {
let zx = eye[0] - target[0];
let zy = eye[1] - target[1];
let zz = eye[2] - target[2];
let len = Math.hypot(zx, zy, zz) || 1;
zx /= len;
zy /= len;
zz /= len;
let xx = zz;
let xz = -zx;
len = Math.hypot(xx, xz) || 1;
xx /= len;
xz /= len;
const yx = zy * xz;
const yy = zz * xx - zx * xz;
const yz = -zy * xx;
return [
xx,
yx,
zx,
0,
0,
yy,
zy,
0,
xz,
yz,
zz,
0,
-(xx * eye[0] + xz * eye[2]),
-(yx * eye[0] + yy * eye[1] + yz * eye[2]),
-(zx * eye[0] + zy * eye[1] + zz * eye[2]),
1
];
};
const multiply = (a: number[], b: number[]) => {
const out: number[] = new Array(16);
for (let col = 0; col < 4; col += 1) {
for (let row = 0; row < 4; row += 1) {
out[col * 4 + row] =
a[row] * b[col * 4] + a[4 + row] * b[col * 4 + 1] + a[8 + row] * b[col * 4 + 2] + a[12 + row] * b[col * 4 + 3];
}
}
return out;
};
const invert = (a: number[]) => {
const b00 = a[0] * a[5] - a[1] * a[4];
const b01 = a[0] * a[6] - a[2] * a[4];
const b02 = a[0] * a[7] - a[3] * a[4];
const b03 = a[1] * a[6] - a[2] * a[5];
const b04 = a[1] * a[7] - a[3] * a[5];
const b05 = a[2] * a[7] - a[3] * a[6];
const b06 = a[8] * a[13] - a[9] * a[12];
const b07 = a[8] * a[14] - a[10] * a[12];
const b08 = a[8] * a[15] - a[11] * a[12];
const b09 = a[9] * a[14] - a[10] * a[13];
const b10 = a[9] * a[15] - a[11] * a[13];
const b11 = a[10] * a[15] - a[11] * a[14];
const det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
const k = det ? 1 / det : 0;
return [
(a[5] * b11 - a[6] * b10 + a[7] * b09) * k,
(a[2] * b10 - a[1] * b11 - a[3] * b09) * k,
(a[13] * b05 - a[14] * b04 + a[15] * b03) * k,
(a[10] * b04 - a[9] * b05 - a[11] * b03) * k,
(a[6] * b08 - a[4] * b11 - a[7] * b07) * k,
(a[0] * b11 - a[2] * b08 + a[3] * b07) * k,
(a[14] * b02 - a[12] * b05 - a[15] * b01) * k,
(a[8] * b05 - a[10] * b02 + a[11] * b01) * k,
(a[4] * b10 - a[5] * b08 + a[7] * b06) * k,
(a[1] * b08 - a[0] * b10 - a[3] * b06) * k,
(a[12] * b04 - a[13] * b02 + a[15] * b00) * k,
(a[9] * b02 - a[8] * b04 - a[11] * b00) * k,
(a[5] * b07 - a[4] * b09 - a[6] * b06) * k,
(a[0] * b09 - a[1] * b07 + a[2] * b06) * k,
(a[13] * b01 - a[12] * b03 - a[14] * b00) * k,
(a[8] * b03 - a[9] * b01 + a[10] * b00) * k
];
};
const AcidSquares = ({
color = '#120f17',
accentColor = '#ff4fb8',
secondaryColor = '#3b6bff',
tileSize = 1,
gap = 0.12,
roundness = 0.25,
softness = 0.5,
bulge = 0.3,
rotation = 35,
gloss = 0.6,
waves = 1,
waveScale = 1,
speed = 0.6,
shape = 'square',
pulse = 1,
pulseSpeed = 0.45,
pulseSpacing = 1,
pulseWidth = 1,
pulseOrigin = 'center',
brightness = 1,
lighting = 'split',
tilt = 0.7,
zoom = 1,
depth = 10,
grain = 0.12,
fade = 0,
opacity = 1,
intro = true,
mouseInteraction = true,
hoverEffect = 'press',
mouseStrength = 1,
mouseRadius = 0.35,
pulseOnClick = true,
detail = 'medium',
lightMode = false,
paused = false,
dpr,
...rest
}: AcidSquaresProps) => {
const containerRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
const wakeRef = useRef<(() => void) | null>(null);
const settings: Settings = {
color: String(color),
accentColor: String(accentColor),
secondaryColor: String(secondaryColor),
tileSize: clamp(tileSize, 0.2, 5),
gap: clamp(gap, 0, 0.6),
roundness: clamp(roundness, 0, 1),
softness: clamp(softness, 0, 1),
bulge: clamp(bulge, 0, 1.5),
rotation: rotation * DEG,
gloss: clamp(gloss, 0, 1),
waves: Math.max(0, waves),
waveScale: clamp(waveScale, 0.1, 5),
speed: Math.max(0, speed),
square: shape === 'round' ? 0 : 1,
pulse: Math.max(0, pulse),
pulseSpeed: Math.max(0, pulseSpeed),
pulseSpacing: clamp(pulseSpacing, 0.2, 6),
pulseWidth: clamp(pulseWidth, 0.1, 5),
randomOrigin: pulseOrigin === 'random',
brightness: Math.max(0, brightness),
lights: LIGHTING[lighting] || LIGHTING.split,
tilt: clamp(tilt, 0, 1),
zoom: clamp(zoom, 0.3, 4),
depth: clamp(depth, 2, 40),
grain: Math.max(0, grain),
fade: clamp(fade, 0, 1),
opacity: clamp(opacity, 0, 1),
intro,
mouseInteraction,
hover: HOVER_EFFECTS[hoverEffect] ?? 1,
mouseStrength: Math.max(0, mouseStrength),
mouseRadius: clamp(mouseRadius, 0.02, 2),
pulseOnClick,
mesh: MESH[detail] || MESH.medium,
lightMode,
paused,
dpr
};
const settingsRef = useRef(settings);
settingsRef.current = settings;
useEffect(() => {
const container = containerRef.current;
const canvas = canvasRef.current;
const gl = canvas?.getContext('webgl2', {
alpha: true,
premultipliedAlpha: true,
antialias: true,
depth: true,
stencil: false
});
if (!container || !canvas || !gl) return undefined;
const surface = link(gl, VERTEX, FRAGMENT);
if (!surface) return undefined;
const vao = gl.createVertexArray();
const gridBuffer = gl.createBuffer();
const indexBuffer = gl.createBuffer();
let meshSize = 0;
let indexCount = 0;
const buildMesh = (size: number) => {
if (size === meshSize) return;
meshSize = size;
const points = new Float32Array((size + 1) * (size + 1) * 2);
let o = 0;
for (let j = 0; j <= size; j += 1) {
for (let i = 0; i <= size; i += 1) {
points[o] = i / size;
points[o + 1] = j / size;
o += 2;
}
}
const indices = new Uint32Array(size * size * 6);
o = 0;
for (let j = 0; j < size; j += 1) {
for (let i = 0; i < size; i += 1) {
const a = j * (size + 1) + i;
const b = a + 1;
const c = a + size + 1;
const d = c + 1;
indices[o] = a;
indices[o + 1] = c;
indices[o + 2] = b;
indices[o + 3] = b;
indices[o + 4] = c;
indices[o + 5] = d;
o += 6;
}
}
indexCount = indices.length;
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, gridBuffer);
gl.bufferData(gl.ARRAY_BUFFER, points, gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
gl.bindVertexArray(null);
};
const probe = document.createElement('canvas');
probe.width = 1;
probe.height = 1;
const probeContext = probe.getContext('2d', { willReadFrequently: true });
const reduce = window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false;
const state = {
clock: 0,
swell: 0,
lights: 0,
frame: 0,
nextRipple: 1.2,
ripples: [] as Ripple[],
intro: settingsRef.current.intro && !reduce ? 0 : INTRO_SECONDS,
width: 1,
height: 1,
colorKey: '',
color: [0.07, 0.06, 0.09] as number[],
accent: [1, 0.31, 0.72] as number[],
second: [0.23, 0.42, 1] as number[],
pointer: { x: 0, y: 0, inside: false },
hover: { x: 0, z: 0, vx: 0, vz: 0, presence: 0, placed: false },
look: { x: 0, y: 0, vx: 0, vy: 0 },
seed: 1,
camera: null as Camera | null
};
let raf = 0;
let last = 0;
let visible = true;
let alive = true;
const toRgb = (value: string, fallback: number[]): number[] => {
if (!probeContext || !value) return fallback;
const css = /^[0-9a-f]{3,8}$/i.test(value) ? `#${value}` : value;
probeContext.clearRect(0, 0, 1, 1);
probeContext.fillStyle = '#000000';
probeContext.fillStyle = css;
probeContext.fillRect(0, 0, 1, 1);
const [r, g, b] = probeContext.getImageData(0, 0, 1, 1).data;
return [r / 255, g / 255, b / 255];
};
const resolveColors = (s: Settings) => {
const key = `${s.color}|${s.accentColor}|${s.secondaryColor}`;
if (key === state.colorKey) return;
state.colorKey = key;
state.color = toRgb(s.color, [0.07, 0.06, 0.09]);
state.accent = toRgb(s.accentColor, [1, 0.31, 0.72]);
state.second = toRgb(s.secondaryColor, [0.23, 0.42, 1]);
};
const random = () => {
state.seed = (state.seed * 16807) % 2147483647;
return (state.seed - 1) / 2147483646;
};
const cameraFor = (s: Settings): Camera => {
const aspect = state.width / Math.max(state.height, 1);
const distance = 8 / s.zoom;
const yaw = state.look.x * 0.16;
const pitch = 1.5 - s.tilt * 1.26 + state.look.y * 0.05;
const target = [ORIGIN[0], 0, ORIGIN[1]];
const eye = [
target[0] + Math.sin(yaw) * Math.cos(pitch) * distance,
target[1] + Math.sin(pitch) * distance,
target[2] + Math.cos(yaw) * Math.cos(pitch) * distance
];
const projection = perspective(0.8, aspect, 0.1, 400);
const view = lookAt(eye, target);
const viewProj = multiply(projection, view);
return { eye, target, viewProj, inverse: invert(viewProj), distance };
};
const rippleData = new Float32Array(MAX_RIPPLES * 4);
const render = () => {
const s = settingsRef.current;
buildMesh(s.mesh);
resolveColors(s);
const camera = cameraFor(s);
state.camera = camera;
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clearDepth(1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.useProgram(surface.program);
const u = surface.uniforms;
rippleData.fill(0);
state.ripples.forEach((ripple, index) => {
rippleData[index * 4] = ripple.x;
rippleData[index * 4 + 1] = ripple.z;
rippleData[index * 4 + 2] = ripple.start;
rippleData[index * 4 + 3] = ripple.strength;
});
const introAge = state.intro;
const revealing = introAge < INTRO_SECONDS;
const revealRadius = glide(introAge / REVEAL_SECONDS) * REVEAL_REACH;
const settle = ease(introAge / INTRO_SECONDS);
gl.uniform4fv(u.uRipples, rippleData);
gl.uniform4f(u.uWave, 0.55 * s.pulse, 3 * Math.max(s.pulseSpeed, 0.05) + 1.2, 1.6 * s.pulseWidth, 46);
gl.uniform1f(u.uSquare, s.square);
gl.uniform1f(u.uClock, state.clock);
gl.uniform4f(u.uSwell, 1.3 * s.waves * (0.25 + 0.75 * settle), 1.9 / s.waveScale, 0, state.swell);
gl.uniform4f(
u.uHover,
state.hover.x,
state.hover.z,
(3 * s.mouseRadius) / 0.35,
0.7 * state.hover.presence * s.mouseStrength * s.hover
);
gl.uniform4f(
u.uIntro,
ORIGIN[0],
ORIGIN[1],
revealRadius,
revealing ? 0.9 * (1 - smoothstep(0.55, 1, introAge / INTRO_SECONDS)) : 0
);
gl.uniformMatrix4fv(u.uViewProj, false, camera.viewProj);
gl.uniform4f(u.uArea, AREA[0] + ORIGIN[0], AREA[1] + ORIGIN[1], AREA[2], AREA[3]);
gl.uniform3f(u.uEye, camera.eye[0], camera.eye[1], camera.eye[2]);
gl.uniform3f(u.uColor, state.color[0], state.color[1], state.color[2]);
gl.uniform3f(u.uAccent, state.accent[0], state.accent[1], state.accent[2]);
gl.uniform3f(u.uSecond, state.second[0], state.second[1], state.second[2]);
const orbit = state.lights;
const reach = camera.distance / 8;
const lightLevel = 0.35 + 0.65 * settle;
const [first, second] = s.lights;
gl.uniform3f(
u.uLightA,
camera.target[0] + (first[0] + Math.sin(orbit * 0.7) * first[3]) * reach,
first[1] * reach * lightLevel + 0.6,
camera.target[2] + (first[2] + Math.cos(orbit * 0.5) * first[4]) * reach
);
gl.uniform3f(
u.uLightB,
camera.target[0] + (second[0] + Math.cos(orbit * 0.6) * second[3]) * reach,
second[1] * reach * lightLevel + 0.6,
camera.target[2] + (second[2] + Math.sin(orbit * 0.45) * second[4]) * reach
);
gl.uniform1f(u.uTile, 1.2 * s.tileSize);
gl.uniform1f(u.uAngle, s.rotation);
gl.uniform1f(u.uGap, s.gap);
gl.uniform1f(u.uRound, s.roundness);
gl.uniform1f(u.uSoftness, s.softness);
gl.uniform1f(u.uBulge, s.bulge);
gl.uniform1f(u.uGloss, s.gloss);
const far = Math.min(s.depth * 3.2 * reach, AREA[3] * 0.62);
gl.uniform2f(u.uRange, far * 0.5, far);
gl.uniform1f(u.uBrightness, s.brightness);
const pixelRatio = canvas.height / Math.max(state.height, 1);
gl.uniform1f(u.uGrain, s.grain);
gl.uniform1f(u.uGrainScale, Math.max(1, pixelRatio));
gl.uniform1f(u.uLightMode, s.lightMode ? 1 : 0);
gl.uniform1f(u.uOpacity, s.opacity);
gl.uniform4f(u.uReveal, ORIGIN[0], ORIGIN[1], revealRadius, revealing ? 0 : 1);
gl.uniform2f(u.uView, canvas.width, canvas.height);
gl.uniform1f(u.uFade, s.fade);
gl.uniform1f(u.uFrame, state.frame % 977);
gl.bindVertexArray(vao);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_INT, 0);
gl.bindVertexArray(null);
gl.disable(gl.DEPTH_TEST);
};
const resize = () => {
const s = settingsRef.current;
const width = Math.max(1, container.clientWidth);
const height = Math.max(1, container.clientHeight);
const baseDpr = Math.min(s.dpr || window.devicePixelRatio || 1, 2);
const longest = Math.max(width, height) * baseDpr;
const ratio = longest > MAX_RENDER_DIM ? (baseDpr * MAX_RENDER_DIM) / longest : baseDpr;
const pixelWidth = Math.max(1, Math.round(width * ratio));
const pixelHeight = Math.max(1, Math.round(height * ratio));
if (canvas.width !== pixelWidth || canvas.height !== pixelHeight) {
canvas.width = pixelWidth;
canvas.height = pixelHeight;
}
state.width = width;
state.height = height;
render();
};
const groundPoint = (px: number, py: number) => {
const camera = state.camera;
if (!camera) return null;
const nx = (px / state.width) * 2 - 1;
const ny = 1 - (py / state.height) * 2;
const m = camera.inverse;
const fx = m[0] * nx + m[4] * ny + m[8] + m[12];
const fy = m[1] * nx + m[5] * ny + m[9] + m[13];
const fz = m[2] * nx + m[6] * ny + m[10] + m[14];
const fw = m[3] * nx + m[7] * ny + m[11] + m[15];
const dx = fx / fw - camera.eye[0];
const dy = fy / fw - camera.eye[1];
const dz = fz / fw - camera.eye[2];
if (dy >= -1e-4) return null;
const t = -camera.eye[1] / dy;
return { x: camera.eye[0] + dx * t, z: camera.eye[2] + dz * t };
};
const spawn = (x: number, z: number, strength: number) => {
state.ripples.push({ x, z, start: state.clock, strength });
while (state.ripples.length > MAX_RIPPLES) state.ripples.shift();
};
const frame = (now: number) => {
raf = 0;
if (!alive || !visible || document.hidden) return;
const s = settingsRef.current;
const dt = last ? Math.min(0.05, (now - last) / 1000) : 1 / 60;
last = now;
const moving = !s.paused && !reduce;
if (moving) {
state.frame += 1;
state.clock += dt;
state.intro += dt;
state.swell += dt * s.speed;
state.lights += dt * s.speed * 0.6;
const travel = 3 * Math.max(s.pulseSpeed, 0.05) + 1.2;
const interval = (10 * s.pulseSpacing) / travel;
if (s.pulse > 0 && state.clock >= state.nextRipple) {
if (s.randomOrigin) {
const spot = groundPoint((0.15 + random() * 0.7) * state.width, (0.25 + random() * 0.6) * state.height);
if (spot) spawn(spot.x, spot.z, 1);
} else {
spawn(ORIGIN[0], ORIGIN[1], 1);
}
state.nextRipple = state.clock + interval * (s.randomOrigin ? 0.6 : 1);
}
const lifetime = 46 / travel + 1;
state.ripples = state.ripples.filter(ripple => state.clock - ripple.start < lifetime);
} else if (state.intro < INTRO_SECONDS) {
state.intro = INTRO_SECONDS;
}
const { pointer, hover, look } = state;
const active = s.mouseInteraction && pointer.inside && !reduce;
const spot = active && s.hover !== 0 ? groundPoint(pointer.x, pointer.y) : null;
if (spot) {
if (!hover.placed) {
hover.x = spot.x;
hover.z = spot.z;
hover.vx = 0;
hover.vz = 0;
hover.placed = true;
}
hover.vx += (90 * (spot.x - hover.x) - 19 * hover.vx) * dt;
hover.vz += (90 * (spot.z - hover.z) - 19 * hover.vz) * dt;
hover.x += hover.vx * dt;
hover.z += hover.vz * dt;
}
const goal = spot ? 1 : 0;
hover.presence += (goal - hover.presence) * (1 - Math.exp(-dt / (goal > hover.presence ? 0.35 : 0.6)));
if (!spot && hover.presence < 0.001) hover.placed = false;
const lookX = active ? (pointer.x / state.width - 0.5) * 0.5 : 0;
const lookY = active ? (0.5 - pointer.y / state.height) * 0.5 : 0;
look.vx += (30 * (lookX - look.x) - 11 * look.vx) * dt;
look.vy += (30 * (lookY - look.y) - 11 * look.vy) * dt;
look.x += look.vx * dt;
look.y += look.vy * dt;
render();
const settling =
Math.abs(goal - hover.presence) > 0.002 ||
Math.hypot(hover.vx, hover.vz) > 0.01 ||
Math.abs(lookX - look.x) > 0.0002 ||
Math.abs(lookY - look.y) > 0.0002;
if (moving || settling) raf = requestAnimationFrame(frame);
else last = 0;
};
const wake = () => {
if (!raf && alive && visible && !document.hidden) raf = requestAnimationFrame(frame);
};
const onPointerMove = (event: PointerEvent) => {
const rect = container.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
state.pointer.x = x;
state.pointer.y = y;
state.pointer.inside = x >= 0 && y >= 0 && x <= rect.width && y <= rect.height;
wake();
};
const onPointerDown = (event: PointerEvent) => {
const s = settingsRef.current;
if (!s.mouseInteraction || !s.pulseOnClick || event.button !== 0 || reduce) return;
if (
event.target instanceof Element &&
event.target.closest('a, button, input, textarea, select, label, [role="button"]')
)
return;
const rect = container.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
if (x < 0 || y < 0 || x > rect.width || y > rect.height) return;
const spot = groundPoint(x, y);
if (spot) spawn(spot.x, spot.z, 1.15);
wake();
};
const onPointerLeave = () => {
state.pointer.inside = false;
wake();
};
const onVisibility = () => {
last = 0;
wake();
};
const resizeObserver = new ResizeObserver(resize);
resizeObserver.observe(container);
const intersection = new IntersectionObserver(entries => {
visible = entries.some(entry => entry.isIntersecting);
if (visible) {
last = 0;
wake();
}
});
intersection.observe(container);
window.addEventListener('pointermove', onPointerMove, { passive: true });
window.addEventListener('pointerdown', onPointerDown);
document.documentElement.addEventListener('pointerleave', onPointerLeave);
document.addEventListener('visibilitychange', onVisibility);
resize();
wake();
wakeRef.current = () => {
if (!raf) render();
wake();
};
return () => {
alive = false;
cancelAnimationFrame(raf);
wakeRef.current = null;
resizeObserver.disconnect();
intersection.disconnect();
window.removeEventListener('pointermove', onPointerMove);
window.removeEventListener('pointerdown', onPointerDown);
document.documentElement.removeEventListener('pointerleave', onPointerLeave);
document.removeEventListener('visibilitychange', onVisibility);
gl.deleteBuffer(gridBuffer);
gl.deleteBuffer(indexBuffer);
gl.deleteVertexArray(vao);
gl.deleteProgram(surface.program);
};
}, []);
useEffect(() => {
wakeRef.current?.();
});
const { className = '', ...attributes } = rest;
return (
<div ref={containerRef} className={`acid-squares-container${className ? ` ${className}` : ''}`} {...attributes}>
<canvas ref={canvasRef} className="acid-squares-canvas" aria-hidden="true" />
</div>
);
};
export default AcidSquares;