shadimage
neon-ui
componentdot-matrix-wavesource: ok · hit

DotMatrixWave

Field of dots breathing in a drifting noise wave, colored by currentColor. The RegionSelect dot-map aesthetic as a background surface.

npx shadcn add "https://ui.neon.com/r/dot-matrix-wave.json"
free

Visual style

particle

Interaction

dropdown

Tags auto-generated by rules on 9/24/2026 — empty means no evidence, not lack of support.

Dependencies

Bundle weight · light

Registry dependencies

utils

Files2 · source cached 10/9/2026, 12:06:06 AM

src/components/dot-matrix-wave/dot-matrix-wave.tsx
"use client";

/*
 * DotMatrixWave: a field of dots breathing in a smooth noise wave,
 * the RegionSelect dot-map aesthetic, generalized into a background
 * surface. Color comes from currentColor at mount (same contract as
 * NeonLoader and AnimatedWash), so a text-primary ancestor or the
 * theme drives it with zero props; pass a colors array for a
 * left-to-right gradient fade instead, like the neon.com green-to-
 * blue type treatment. Static single frame under reduced motion.
 * The GLSL lives in dot-matrix-wave-shader.ts.
 */

import { useEffect, useMemo, useRef } from "react";
import type { ComponentProps } from "react";

import { cn } from "@/lib/utils";

import { DOT_FRAGMENT, DOT_VERTEX } from "./dot-matrix-wave-shader";

export type DotMatrixWaveProps = Omit<ComponentProps<"canvas">, "children"> & {
  /** Wave drift speed multiplier; 0 freezes the field. */
  speed?: number;
  /** Dot pitch in CSS pixels. */
  gap?: number;
  /** 0-1 dot radius as a share of the pitch. */
  dotSize?: number;
  /** 0-1 how hard the wave swells the dots. */
  amplitude?: number;
  /** 0-1 minimum brightness of resting dots. */
  floor?: number;
  /**
   * Gradient stops spread evenly left to right, up to 6. Omit to
   * paint the whole field with currentColor.
   */
  colors?: string[];
};

const MAX_STOPS = 6;

/**
 * Seconds for a dial change to close ~63% of its gap — uniforms ease
 * toward their targets each frame, so a dragged slider glides
 * instead of snapping.
 */
const SMOOTH_TAU = 0.12;

const parseColor = (css: string): [number, number, number] => {
  const probe = document.createElement("canvas");
  probe.width = 1;
  probe.height = 1;
  const context = probe.getContext("2d");

  if (!context) {
    return [0, 0.9, 0.6];
  }

  context.fillStyle = css;
  context.fillRect(0, 0, 1, 1);
  const [r, g, b] = context.getImageData(0, 0, 1, 1).data;
  return [(r ?? 0) / 255, (g ?? 0) / 255, (b ?? 0) / 255];
};

const warnDev = (message: string) => {
  if (typeof process !== "undefined" && process.env.NODE_ENV !== "production") {
    console.warn(message);
  }
};

const compile = (
  gl: WebGLRenderingContext,
  type: number,
  source: string
): WebGLShader | null => {
  const shader = gl.createShader(type);

  if (!shader) {
    return null;
  }

  gl.shaderSource(shader, source);
  gl.compileShader(shader);

  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    warnDev(
      `neon-ui: shader compile failed: ${gl.getShaderInfoLog(shader) ?? "unknown"}`
    );
    gl.deleteShader(shader);
    return null;
  }

  return shader;
};

export const DotMatrixWave = ({
  amplitude = 0.8,
  className,
  colors,
  dotSize = 0.35,
  floor = 0.08,
  gap = 14,
  speed = 1,
  ...props
}: DotMatrixWaveProps) => {
  const canvasRef = useRef<HTMLCanvasElement>(null);
  // Shader time, accumulated frame by frame so a speed change scales
  // the flow from here instead of teleporting the whole field.
  const phaseRef = useRef(0);
  const lastFrameRef = useRef<number | null>(null);
  // Smoothed dial values, persisting across prop-driven re-inits.
  const smoothedRef = useRef<Record<string, number> | null>(null);
  const stopsKey = useMemo(() => colors?.join("|") ?? "", [colors]);

  useEffect(() => {
    const canvas = canvasRef.current;
    const gl = canvas?.getContext("webgl", {
      alpha: true,
      premultipliedAlpha: true,
    });

    if (!(canvas && gl)) {
      return;
    }

    const vertex = compile(gl, gl.VERTEX_SHADER, DOT_VERTEX);
    const fragment = compile(gl, gl.FRAGMENT_SHADER, DOT_FRAGMENT);
    const program = gl.createProgram();

    if (!(vertex && fragment && program)) {
      if (vertex) {
        gl.deleteShader(vertex);
      }
      if (fragment) {
        gl.deleteShader(fragment);
      }
      return;
    }

    gl.attachShader(program, vertex);
    gl.attachShader(program, fragment);
    gl.linkProgram(program);

    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
      warnDev(
        `neon-ui: program link failed: ${gl.getProgramInfoLog(program) ?? "unknown"}`
      );
      gl.deleteProgram(program);
      gl.deleteShader(vertex);
      gl.deleteShader(fragment);
      return;
    }

    // oxlint-disable-next-line react/react-compiler -- WebGL method, not a React hook
    gl.useProgram(program);

    const quad = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, quad);
    gl.bufferData(
      gl.ARRAY_BUFFER,
      new Float32Array([-1, -1, 3, -1, -1, 3]),
      gl.STATIC_DRAW
    );
    const position = gl.getAttribLocation(program, "a_position");
    gl.enableVertexAttribArray(position);
    gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);

    const uResolution = gl.getUniformLocation(program, "u_resolution");
    const uTime = gl.getUniformLocation(program, "u_time");
    const uGap = gl.getUniformLocation(program, "u_gap");
    const uDot = gl.getUniformLocation(program, "u_dot");
    const uAmplitude = gl.getUniformLocation(program, "u_amplitude");
    const uFloor = gl.getUniformLocation(program, "u_floor");

    const dpr = Math.min(window.devicePixelRatio || 1, 2);

    // The gradient: explicit stops, or currentColor as a single stop.
    const stops =
      colors && colors.length > 0
        ? colors.slice(0, MAX_STOPS).map(parseColor)
        : [parseColor(getComputedStyle(canvas).color)];
    const stopData = new Float32Array(MAX_STOPS * 3);

    for (const [index, [r, g, b]] of stops.entries()) {
      stopData[index * 3] = r;
      stopData[index * 3 + 1] = g;
      stopData[index * 3 + 2] = b;
    }

    gl.uniform1i(gl.getUniformLocation(program, "u_stop_count"), stops.length);
    gl.uniform3fv(gl.getUniformLocation(program, "u_stops"), stopData);
    const targets: Record<string, number> = {
      amplitude,
      dotSize,
      floor,
      gap,
      speed,
    };

    smoothedRef.current ??= { ...targets };
    const smoothed = smoothedRef.current;

    /** Ease every dial toward its target and upload; k=1 snaps. */
    const applyUniforms = (k: number) => {
      for (const key of Object.keys(targets)) {
        const current = smoothed[key] ?? targets[key] ?? 0;
        smoothed[key] = current + ((targets[key] ?? 0) - current) * k;
      }

      gl.uniform1f(uGap, (smoothed.gap ?? gap) * dpr);
      gl.uniform1f(uDot, smoothed.dotSize ?? dotSize);
      gl.uniform1f(uAmplitude, smoothed.amplitude ?? amplitude);
      gl.uniform1f(uFloor, smoothed.floor ?? floor);
    };

    let frame = 0;
    let staticFrame = false;

    const renderStatic = () => {
      applyUniforms(1);
      gl.uniform1f(uTime, 3);
      gl.drawArrays(gl.TRIANGLES, 0, 3);
    };

    const resize = () => {
      const width = Math.max(1, Math.round(canvas.clientWidth * dpr));
      const height = Math.max(1, Math.round(canvas.clientHeight * dpr));

      if (canvas.width !== width || canvas.height !== height) {
        canvas.width = width;
        canvas.height = height;
        gl.viewport(0, 0, width, height);
      }

      gl.uniform2f(uResolution, canvas.width, canvas.height);
    };

    const observer = new ResizeObserver(() => {
      resize();

      if (staticFrame) {
        renderStatic();
      }
    });
    observer.observe(canvas);
    resize();

    const dispose = () => {
      observer.disconnect();
      gl.deleteBuffer(quad);
      gl.deleteProgram(program);
      gl.deleteShader(vertex);
      gl.deleteShader(fragment);
    };

    const draw = (now: number) => {
      const last = lastFrameRef.current ?? now;
      lastFrameRef.current = now;
      // Skip GL work while hidden: keep the loop alive, drop the cost.
      if (!(canvas.checkVisibility?.() ?? true)) {
        frame = requestAnimationFrame(draw);
        return;
      }

      const dt = (now - last) / 1000;
      applyUniforms(1 - Math.exp(-dt / SMOOTH_TAU));
      phaseRef.current += dt * (smoothed.speed ?? speed);
      gl.uniform1f(uTime, phaseRef.current);
      gl.drawArrays(gl.TRIANGLES, 0, 3);
      frame = requestAnimationFrame(draw);
    };

    const reduced = window.matchMedia("(prefers-reduced-motion: reduce)");

    if (reduced.matches || speed === 0) {
      staticFrame = true;
      resize();
      renderStatic();
      return dispose;
    }

    frame = requestAnimationFrame(draw);

    return () => {
      cancelAnimationFrame(frame);
      dispose();
    };
    // stopsKey covers the colors array contents.
    // oxlint-disable-next-line react-hooks/exhaustive-deps
  }, [amplitude, dotSize, floor, gap, speed, stopsKey]);

  return (
    <canvas
      aria-hidden="true"
      className={cn("size-full", className)}
      data-slot="dot-matrix-wave"
      ref={canvasRef}
      {...props}
    />
  );
};
src/components/dot-matrix-wave/dot-matrix-wave-shader.ts
/*
 * The visual shader for DotMatrixWave, kept separate from the React
 * mount.
 *
 * A field of dots breathing in a smooth noise wave: the dot-matrix
 * world map from RegionSelect, generalized into a background surface.
 * Each dot's size and brightness ride a drifting value-noise field, so
 * broad swells roll across the grid instead of dots blinking in
 * unison.
 *
 * Fragment shader uniforms:
 * - u_resolution (vec2): canvas resolution in pixels
 * - u_time (float): animation time in seconds (pre-multiplied by speed)
 * - u_gap (float): dot pitch in device pixels
 * - u_dot (float): 0-1 dot radius as a share of the pitch
 * - u_amplitude (float): 0-1 how hard the wave swells the dots
 * - u_floor (float): 0-1 minimum brightness of resting dots
 * - u_stop_count (int): number of live gradient stops (up to 6)
 * - u_stops[6] (vec3): gradient stops, spread evenly left to right;
 *   a single stop paints the whole field flat (currentColor default)
 */

export const DOT_VERTEX = `
attribute vec2 a_position;
void main() {
  gl_Position = vec4(a_position, 0.0, 1.0);
}
`;

export const DOT_FRAGMENT = `
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_gap;
uniform float u_dot;
uniform float u_amplitude;
uniform float u_floor;
uniform int u_stop_count;
uniform vec3 u_stops[6];

float hash(vec2 p) {
  return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}

float vnoise(vec2 p) {
  vec2 i = floor(p);
  vec2 f = smoothstep(0.0, 1.0, fract(p));
  float a = hash(i);
  float b = hash(i + vec2(1.0, 0.0));
  float c = hash(i + vec2(0.0, 1.0));
  float d = hash(i + vec2(1.0, 1.0));
  return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}

// Piecewise-linear gradient across evenly spread stops.
vec3 gradientAt(float t) {
  vec3 color = u_stops[0];
  float span = max(float(u_stop_count - 1), 1.0);

  for (int i = 1; i < 6; i++) {
    if (i >= u_stop_count) {
      break;
    }

    float a = float(i - 1) / span;
    float b = float(i) / span;
    color = mix(color, u_stops[i], smoothstep(a, b, t));
  }

  return color;
}

void main() {
  vec2 cell = floor(gl_FragCoord.xy / u_gap);
  vec2 local = fract(gl_FragCoord.xy / u_gap) - 0.5;

  // Two octaves of drifting noise: a broad swell plus finer chop, each
  // sliding in its own direction so the field never loops visibly.
  float swell = vnoise(cell * 0.08 + vec2(u_time * 0.25, u_time * 0.1));
  float chop = vnoise(cell * 0.3 - vec2(u_time * 0.15, u_time * 0.3));
  float wave = swell * 0.7 + chop * 0.3;

  // The wave swells both radius and brightness; resting dots keep a
  // faint floor so the grid never fully disappears.
  float energy = u_floor + (1.0 - u_floor) * pow(wave, 1.6) * u_amplitude +
    (1.0 - u_amplitude) * (1.0 - u_floor) * 0.25;
  float radius = u_dot * 0.5 * (0.55 + 0.45 * wave * u_amplitude +
    0.45 * (1.0 - u_amplitude));

  float d = length(local);
  float aa = 1.0 / u_gap;
  float disc = 1.0 - smoothstep(radius - aa, radius + aa, d);

  // Each dot takes one flat tone from the gradient at its cell center.
  vec3 color = gradientAt(((cell.x + 0.5) * u_gap) / u_resolution.x);

  float alpha = disc * energy;
  gl_FragColor = vec4(color * alpha, alpha);
}
`;

More from neon-ui

Browse all components in this library →