svelte-bits
componentbeamssource: ok · hit
Beams
Light beams animated with noise displacement.
npx shadcn add "https://sveltebits.xyz/r/beams.json"free
Visual style
particle
Tags auto-generated by rules on 9/24/2026 — empty means no evidence, not lack of support.
Dependencies
Bundle weight · heavythreewebglthree
Files1 · source cached 10/9/2026, 2:40:06 PM
Beams.svelte
<script lang="ts">
import { onMount } from 'svelte';
import * as THREE from 'three';
type Props = {
beamWidth?: number;
beamHeight?: number;
beamNumber?: number;
lightColor?: string;
speed?: number;
noiseIntensity?: number;
scale?: number;
rotation?: number;
};
let {
beamWidth = 2,
beamHeight = 15,
beamNumber = 12,
lightColor = '#ffffff',
speed = 2,
noiseIntensity = 1.75,
scale = 0.2,
rotation = 0
}: Props = $props();
let containerRef: HTMLDivElement;
const noiseGLSL = `
float random (in vec2 st) { return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123); }
float noise (in vec2 st) {
vec2 i = floor(st); vec2 f = fract(st);
float a = random(i); float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0);
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 / 7.0; vec4 gy0 = fract(floor(gx0) / 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 / 7.0; vec4 gy1 = fract(floor(gx1) / 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);
return 2.2 * mix(n_yz.x,n_yz.y,fade_xyz.x);
}
`;
function hexToNormalizedRGB(hex: string): [number, number, number] {
const c = hex.replace('#', '');
return [parseInt(c.substring(0, 2), 16) / 255, parseInt(c.substring(2, 4), 16) / 255, parseInt(c.substring(4, 6), 16) / 255];
}
function createStackedPlanesBufferGeometry(n: number, width: number, height: number, spacing: number, heightSegments: number) {
const geometry = new THREE.BufferGeometry();
const numVertices = n * (heightSegments + 1) * 2;
const numFaces = n * heightSegments * 2;
const positions = new Float32Array(numVertices * 3);
const indices = new Uint32Array(numFaces * 3);
const uvs = new Float32Array(numVertices * 2);
let vO = 0, iO = 0, uO = 0;
const totalWidth = n * width + (n - 1) * spacing;
const xOffsetBase = -totalWidth / 2;
for (let i = 0; i < n; i++) {
const xOffset = xOffsetBase + i * (width + spacing);
const uvX = Math.random() * 300;
const uvY = Math.random() * 300;
for (let j = 0; j <= heightSegments; j++) {
const y = height * (j / heightSegments - 0.5);
positions.set([xOffset, y, 0, xOffset + width, y, 0], vO * 3);
const uvYy = j / heightSegments;
uvs.set([uvX, uvYy + uvY, uvX + 1, uvYy + uvY], uO);
if (j < heightSegments) {
const a = vO, b = vO + 1, c = vO + 2, d = vO + 3;
indices.set([a, b, c, c, b, d], iO);
iO += 6;
}
vO += 2;
uO += 4;
}
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2));
geometry.setIndex(new THREE.BufferAttribute(indices, 1));
geometry.computeVertexNormals();
return geometry;
}
function makeMaterial(speedV: number, noiseIntensityV: number, scaleV: number) {
const physical = THREE.ShaderLib.physical as THREE.ShaderLibShader & { defines?: Record<string, unknown> };
const baseUniforms = THREE.UniformsUtils.clone(physical.uniforms);
const defaults = new THREE.MeshStandardMaterial();
baseUniforms.diffuse.value = new THREE.Color(0, 0, 0);
baseUniforms.roughness.value = 0.3;
baseUniforms.metalness.value = 0.3;
baseUniforms.envMapIntensity.value = 10;
const uniforms = {
...baseUniforms,
time: { value: 0 },
uSpeed: { value: speedV },
uNoiseIntensity: { value: noiseIntensityV },
uScale: { value: scaleV }
};
const header = `
varying vec3 vEye;
varying float vNoise;
uniform float time;
uniform float uSpeed;
uniform float uNoiseIntensity;
uniform float uScale;
${noiseGLSL}`;
const vertexHeader = `
float getPos(vec3 pos) {
vec3 noisePos = vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale;
return cnoise(noisePos);
}
vec3 getCurrentPos(vec3 pos) {
vec3 newpos = pos;
newpos.z += getPos(pos);
return newpos;
}
vec3 getNormal(vec3 pos) {
vec3 curpos = getCurrentPos(pos);
vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0));
vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0));
vec3 tangentX = normalize(nextposX - curpos);
vec3 tangentZ = normalize(nextposZ - curpos);
return normalize(cross(tangentZ, tangentX));
}`;
let vert = `${header}\n${vertexHeader}\n${physical.vertexShader}`;
vert = vert.replace('#include <begin_vertex>', `#include <begin_vertex>\ntransformed.z += getPos(transformed.xyz);`);
vert = vert.replace('#include <beginnormal_vertex>', `#include <beginnormal_vertex>\nobjectNormal = getNormal(position.xyz);`);
let frag = `${header}\n${physical.fragmentShader}`;
frag = frag.replace('#include <dithering_fragment>', `#include <dithering_fragment>\nfloat randomNoise = noise(gl_FragCoord.xy);\ngl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`);
const defines: Record<string, unknown> = { ...((physical.defines ?? {}) as Record<string, unknown>) };
defaults.dispose();
return new THREE.ShaderMaterial({
defines: defines as Record<string, string | number | boolean>,
uniforms,
vertexShader: vert,
fragmentShader: frag,
lights: true,
fog: true
});
}
onMount(() => {
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setClearColor(0x000000, 0);
const w0 = containerRef.clientWidth, h0 = containerRef.clientHeight;
renderer.setSize(w0, h0);
// eslint-disable-next-line svelte/no-dom-manipulating
containerRef.appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(30, w0 / h0, 0.1, 100);
camera.position.set(0, 0, 20);
const ambient = new THREE.AmbientLight(0xffffff, 1);
scene.add(ambient);
const dir = new THREE.DirectionalLight(lightColor, 1);
dir.position.set(0, 3, 10);
const cam = dir.shadow.camera as THREE.OrthographicCamera;
cam.top = 24; cam.bottom = -24; cam.left = -24; cam.right = 24; cam.far = 64;
dir.shadow.bias = -0.004;
scene.add(dir);
const group = new THREE.Group();
group.rotation.z = (rotation * Math.PI) / 180;
scene.add(group);
let material = makeMaterial(speed, noiseIntensity, scale);
let geometry = createStackedPlanesBufferGeometry(beamNumber, beamWidth, beamHeight, 0, 100);
let mesh = new THREE.Mesh(geometry, material);
group.add(mesh);
let lastConfig = { beamNumber, beamWidth, beamHeight };
const onResize = () => {
const w = containerRef.clientWidth, h = containerRef.clientHeight;
renderer.setSize(w, h);
camera.aspect = w / h;
camera.updateProjectionMatrix();
};
const ro = new ResizeObserver(onResize);
ro.observe(containerRef);
const clock = new THREE.Clock();
let raf = 0;
const tick = () => {
const delta = clock.getDelta();
material.uniforms.time.value += 0.1 * delta;
material.uniforms.uSpeed.value = speed;
material.uniforms.uNoiseIntensity.value = noiseIntensity;
material.uniforms.uScale.value = scale;
(dir.color as THREE.Color).set(lightColor);
group.rotation.z = (rotation * Math.PI) / 180;
if (lastConfig.beamNumber !== beamNumber || lastConfig.beamWidth !== beamWidth || lastConfig.beamHeight !== beamHeight) {
group.remove(mesh);
geometry.dispose();
geometry = createStackedPlanesBufferGeometry(beamNumber, beamWidth, beamHeight, 0, 100);
mesh = new THREE.Mesh(geometry, material);
group.add(mesh);
lastConfig = { beamNumber, beamWidth, beamHeight };
}
renderer.render(scene, camera);
raf = requestAnimationFrame(tick);
};
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
ro.disconnect();
geometry.dispose();
material.dispose();
renderer.dispose();
renderer.forceContextLoss();
if (renderer.domElement.parentNode) renderer.domElement.parentNode.removeChild(renderer.domElement);
};
});
</script>
<div bind:this={containerRef} class="relative h-full w-full"></div>