'use client';
import { useEffect, useRef, useState } from 'react';
const MAX_COLORS = 8;
const BLOOM_LEVELS = 4;
const VERTEX = `#version 300 es
in vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
}`;
const STREAKS = `#version 300 es
precision highp float;
uniform vec2 uView;
uniform float uZoom;
uniform float uPhase;
uniform float uTwinkleClock;
uniform float uRings;
uniform vec3 uColors[8];
uniform int uColorCount;
uniform int uStreakCount;
uniform int uColumns;
uniform float uWidth;
uniform float uTail;
uniform float uTwinkle;
uniform float uHead;
uniform float uDepth;
uniform vec4 uMouse;
uniform vec3 uLens;
uniform float uLightMode;
uniform float uEncode;
out vec4 outColor;
const vec3 CAMERA = vec3(0.0, -0.8888889, -0.2222222);
const float TAU = 6.28318530718;
const float SPACING = 0.005;
const float REACH = 0.32;
uint scramble(uint x) {
x ^= x >> 16;
x *= 0x7feb352du;
x ^= x >> 15;
x *= 0x846ca68bu;
x ^= x >> 16;
return x;
}
float unit(uint x) {
return float(x & 0xffffu) / 65535.0;
}
float stroke(float d, float w) {
float s = max(0.75 * w, 0.55);
return 0.75 * w / s * exp(-0.5 * d * d / (s * s));
}
float orb(float d, float r) {
float s = max(0.6 * r, 0.7);
float e = 0.6 * r / s;
return e * e * exp(-0.5 * d * d / (s * s));
}
void main() {
vec2 frag = gl_FragCoord.xy;
vec2 screen = (2.0 * frag - uView) / uView.x;
vec2 p = screen;
mat2 warp = mat2(1.0);
if (uLens.z > 0.0) {
vec2 o = p - uLens.xy;
float e = uLens.z * exp(-dot(o, o) / (REACH * REACH));
p -= o * e;
warp = mat2(1.0 - e) + outerProduct(o, o) * (2.0 * e / (REACH * REACH));
}
vec3 dir = vec3(p, uZoom);
vec3 exits = (1.0 - CAMERA * sign(dir)) / max(abs(dir), vec3(1e-6));
float u = min(exits.x, min(exits.y, exits.z));
for (int i = 0; i < 5; i++) {
vec3 h = CAMERA + u * dir;
vec3 h2 = h * h;
u -= (dot(h2, h2) - 1.0) / (4.0 * dot(dir, h2 * h));
}
vec3 hit = CAMERA + u * dir;
vec3 normal = hit * hit * hit;
float facing = dot(normal, dir);
vec3 stepX = u * (vec3(1.0, 0.0, 0.0) - dir * (normal.x / facing));
vec3 stepY = u * (vec3(0.0, 1.0, 0.0) - dir * (normal.y / facing));
float ring = hit.y * hit.y + hit.z * hit.z;
float theta = atan(hit.z, hit.y);
mat2 jacobian = mat2(
stepX.x,
(hit.y * stepX.z - hit.z * stepX.y) / ring,
stepY.x,
(hit.y * stepY.z - hit.z * stepY.y) / ring
) * warp * (2.0 / uView.x);
vec2 gradX = vec2(jacobian[0][0], jacobian[1][0]);
vec2 gradTheta = vec2(jacobian[0][1], jacobian[1][1]);
float scale = max(length(gradX), 1e-8);
float det = max(abs(gradX.x * gradTheta.y - gradX.y * gradTheta.x), 1e-12);
float along = scale / det;
float skew = dot(gradX, gradTheta) / det;
float spacing = SPACING / scale;
float detail = smoothstep(1.6, 3.2, spacing);
if (detail <= 0.0) {
outColor = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
float halfWidth = min(uWidth / scale, 0.2 * spacing);
float headRadius = min(2.0 * uWidth / scale, 0.35 * spacing);
float headReach = 4.0 * max(0.6 * headRadius, 0.7);
float edge = uColumns > 1 ? 1.0 : 0.5;
float period = TAU / uRings;
float fog = exp(-max(u * length(dir) - 0.6, 0.0) * 1.6 * uDepth);
float boost = 1.0;
if (uMouse.z > 0.0) {
vec2 m = screen - uMouse.xy;
boost += 2.0 * uMouse.z * exp(-dot(m, m) / max(uMouse.w * uMouse.w, 1e-4));
}
int count = max(uColorCount, 1);
vec3 total = vec3(0.0);
for (int layer = 0; layer < 16; layer++) {
if (layer >= uStreakCount) break;
float x = hit.x + float(layer) * SPACING / 8.0;
float nearest = floor(x / SPACING + 0.5);
float side = x >= nearest * SPACING ? 1.0 : -1.0;
for (int k = 0; k < 2; k++) {
if (k >= uColumns) break;
float column = nearest + side * float(k);
float across = (x - column * SPACING) / scale;
uint seed = scramble(uint(int(column) + 65536) + uint(layer) * 0x9e3779b9u);
uint next = scramble(seed);
float hue = unit(seed >> 16);
float delta = theta - uPhase * (1.0 + floor(unit(seed) * 16.0) / 16.0) - unit(next) * period;
delta -= period * floor(delta / period + 0.5);
float ahead = delta * along - across * skew;
if (abs(ahead) > headReach && (delta > 0.0 || -delta * uTail > 3.2)) continue;
float behind = max(-delta, 0.0);
float fall = exp(-uTail * behind) * (1.0 - smoothstep(0.5, 0.95, behind / (0.5 * period)));
fall *= 1.0 - smoothstep(1.2, 3.2, uTail * behind);
float reach = length(vec2(across, ahead));
float trail = stroke(ahead > 0.0 ? reach : abs(across), halfWidth * mix(0.4, 1.0, fall)) * fall;
float glint = orb(reach, headRadius) * mix(3.0, 1.8, uLightMode);
float weight = mix(1.5, 1.0 + sin(uTwinkleClock + 7.0 * hue + 4.0), uTwinkle);
weight *= 1.0 - smoothstep(0.72 * edge, edge, abs(across) / spacing);
vec3 color = uColors[min(int(hue * float(count)), count - 1)];
vec3 hot = mix(color, vec3(1.0), uHead * (1.0 - uLightMode));
total += (trail * color + glint * hot) * weight;
}
}
outColor = vec4(total * fog * boost * detail * uEncode, 1.0);
}`;
const DOWNSAMPLE = `#version 300 es
precision highp float;
uniform sampler2D uSource;
uniform vec2 uTarget;
uniform vec2 uTexel;
uniform float uLimit;
out vec4 outColor;
void main() {
vec2 uv = gl_FragCoord.xy / uTarget;
vec3 color = texture(uSource, uv - uTexel).rgb;
color += texture(uSource, uv + uTexel).rgb;
color += texture(uSource, uv + vec2(uTexel.x, -uTexel.y)).rgb;
color += texture(uSource, uv + vec2(-uTexel.x, uTexel.y)).rgb;
outColor = vec4(min(color * 0.25, vec3(uLimit)), 1.0);
}`;
const BLUR = `#version 300 es
precision highp float;
uniform sampler2D uSource;
uniform vec2 uTarget;
uniform vec2 uStep;
out vec4 outColor;
void main() {
vec2 uv = gl_FragCoord.xy / uTarget;
vec3 color = texture(uSource, uv).rgb * 0.181862;
color += (texture(uSource, uv + uStep * 1.423135).rgb + texture(uSource, uv - uStep * 1.423135).rgb) * 0.284316;
color += (texture(uSource, uv + uStep * 3.326702).rgb + texture(uSource, uv - uStep * 3.326702).rgb) * 0.106598;
color += (texture(uSource, uv + uStep * 5.242989).rgb + texture(uSource, uv - uStep * 5.242989).rgb) * 0.018156;
outColor = vec4(color, 1.0);
}`;
const COMPOSITE = `#version 300 es
precision highp float;
uniform sampler2D uScene;
uniform sampler2D uBloom0;
uniform sampler2D uBloom1;
uniform sampler2D uBloom2;
uniform sampler2D uBloom3;
uniform vec2 uView;
uniform float uDecode;
uniform float uGlow;
uniform float uBloom;
uniform float uPresence;
uniform float uOpacity;
uniform float uFade;
uniform float uLightMode;
uniform vec3 uTopColor;
uniform float uTopGlow;
out vec4 outColor;
float smootherstep01(float t) {
t = clamp(t, 0.0, 1.0);
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
void main() {
vec2 uv = gl_FragCoord.xy / uView;
vec3 light = texelFetch(uScene, ivec2(gl_FragCoord.xy), 0).rgb;
if (uBloom > 0.0) {
vec3 halo = texture(uBloom0, uv).rgb * 0.42;
halo += texture(uBloom1, uv).rgb * 0.3;
halo += texture(uBloom2, uv).rgb * 0.18;
halo += texture(uBloom3, uv).rgb * 0.1;
light += halo * uBloom * (uLightMode > 0.5 ? 0.2 : 1.0);
}
light *= uDecode * uGlow * uPresence;
if (uLightMode < 0.5 && uTopGlow > 0.0) {
float aspect = uView.x / uView.y;
vec2 q = vec2((uv.x - 0.5) * aspect, 1.04 - uv.y);
float spread = 0.34 * max(aspect, 0.75);
float core = exp(-q.x * q.x / (spread * spread) - q.y * q.y / 0.06);
float halo = exp(-q.x * q.x / (3.6 * spread * spread) - q.y * q.y / 0.18);
light += uTopColor * uTopGlow * (core * 0.85 + halo * 0.3) * uPresence;
}
vec3 lit = max(light, 0.0);
vec3 mapped = sqrt(1.0 - exp(-1.3 * lit * lit / (lit + 0.025)));
float peak = max(mapped.r, max(mapped.g, mapped.b));
float mask = uOpacity;
float edge = uFade * 0.5;
if (edge > 0.0) {
mask *= smootherstep01(uv.x / edge) * smootherstep01((1.0 - uv.x) / edge);
mask *= smootherstep01(uv.y / edge) * smootherstep01((1.0 - uv.y) / edge);
}
float grain = (fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715)))) - 0.5) / 255.0;
if (uLightMode > 0.5) {
float coverage = clamp(smoothstep(0.0, 0.5, peak) * mask * 0.94 + grain, 0.0, 1.0);
vec3 chroma = sqrt(clamp(lit / max(max(lit.r, max(lit.g, lit.b)), 1e-6), 0.0, 1.0));
chroma = pow(chroma, vec3(1.35));
chroma /= max(max(chroma.r, max(chroma.g, chroma.b)), 1e-4);
float saturation = 1.0 - min(chroma.r, min(chroma.g, chroma.b));
chroma = mix(vec3(0.3), chroma, smoothstep(0.08, 0.35, saturation));
outColor = vec4(chroma * coverage, coverage);
} else {
vec3 color = clamp(mapped + grain, 0.0, 1.0) * mask;
outColor = vec4(color, max(color.r, max(color.g, color.b)));
}
}`;
const INTRO_SECONDS = 2.6;
const WARP_SPEED = 9;
const TAU = Math.PI * 2;
const clamp = (value, min, max) => Math.min(max, Math.max(min, value));
const compile = (gl, type, source) => {
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, fragmentSource) => {
const vertex = compile(gl, gl.VERTEX_SHADER, VERTEX);
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.bindAttribLocation(program, 0, 'aPosition');
gl.linkProgram(program);
gl.deleteShader(vertex);
gl.deleteShader(fragment);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
gl.deleteProgram(program);
return null;
}
const uniforms = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i);
if (info) uniforms[info.name.replace(/\[0\]$/, '')] = gl.getUniformLocation(program, info.name);
}
return { program, uniforms };
};
const Lightfall = ({
colors = ['#ffffff'],
backgroundColor = '#94a3b8',
speed = 0.3,
streakCount = 2,
streakWidth = 0.8,
streakLength = 1,
glow = 1,
density = 0.6,
twinkle = 0.3,
zoom = 3,
backgroundGlow = 0.1,
headGlow = 0.6,
depth = 0.5,
bloom = 0.35,
opacity = 1,
mouseInteraction = true,
mouseStrength = 0.4,
mouseRadius = 0.45,
mouseDampening = 0.15,
lens = 0.5,
holdToWarp = true,
intro = true,
fade = 0,
lightMode = false,
mixBlendMode,
paused = false,
dpr,
className = '',
style
}) => {
const containerRef = useRef(null);
const canvasRef = useRef(null);
const wakeRef = useRef(null);
const settingsRef = useRef(null);
const [generation, setGeneration] = useState(0);
settingsRef.current = {
colors: (Array.isArray(colors) && colors.length ? colors : ['#ffffff']).slice(0, MAX_COLORS).map(String),
backgroundColor: String(backgroundColor),
speed,
streakCount: Math.round(clamp(streakCount, 1, 16)),
streakWidth: Math.max(0.05, streakWidth),
streakLength: Math.max(0.05, streakLength),
glow: Math.max(0, glow),
density,
twinkle: clamp(twinkle, 0, 1),
zoom: Math.max(0.1, zoom),
backgroundGlow: Math.max(0, backgroundGlow),
headGlow: clamp(headGlow, 0, 1),
depth: Math.max(0, depth),
bloom: Math.max(0, bloom),
opacity: clamp(opacity, 0, 1),
mouseInteraction,
mouseStrength: Math.max(0, mouseStrength),
mouseRadius: Math.max(0.01, mouseRadius),
mouseDampening: Math.max(0, mouseDampening),
lens: clamp(lens, 0, 1),
holdToWarp,
intro,
fade: clamp(fade, 0, 1),
lightMode,
paused,
dpr
};
useEffect(() => {
const container = containerRef.current;
const canvas = canvasRef.current;
const gl = canvas?.getContext('webgl2', {
alpha: true,
premultipliedAlpha: true,
antialias: false,
depth: false,
stencil: false,
powerPreference: 'high-performance'
});
if (!container || !canvas || !gl) return undefined;
const floatTargets = !!gl.getExtension('EXT_color_buffer_float');
const streakProgram = link(gl, STREAKS);
const downProgram = link(gl, DOWNSAMPLE);
const blurProgram = link(gl, BLUR);
const compositeProgram = link(gl, COMPOSITE);
if (!streakProgram || !downProgram || !blurProgram || !compositeProgram) return undefined;
const onContextLost = event => {
event.preventDefault();
};
const onContextRestored = () => setGeneration(value => value + 1);
canvas.addEventListener('webglcontextlost', onContextLost);
canvas.addEventListener('webglcontextrestored', onContextRestored);
const buffer = gl.createBuffer();
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const format = floatTargets ? gl.RGBA16F : gl.RGBA8;
const encode = floatTargets ? 1 : 0.25;
const createTarget = () => ({ texture: null, framebuffer: gl.createFramebuffer(), width: 0, height: 0 });
const scene = createTarget();
const levels = Array.from({ length: BLOOM_LEVELS }, () => [createTarget(), createTarget()]);
const allocate = (target, width, height) => {
if (target.texture && target.width === width && target.height === height) return;
if (target.texture) gl.deleteTexture(target.texture);
target.texture = gl.createTexture();
target.width = width;
target.height = height;
gl.bindTexture(gl.TEXTURE_2D, target.texture);
gl.texStorage2D(gl.TEXTURE_2D, 1, format, width, height);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, target.texture, 0);
};
const pass = (target, program) => {
gl.bindFramebuffer(gl.FRAMEBUFFER, target ? target.framebuffer : null);
gl.viewport(0, 0, target ? target.width : canvas.width, target ? target.height : canvas.height);
gl.useProgram(program.program);
return program.uniforms;
};
const bind = (unit, texture) => {
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(gl.TEXTURE_2D, texture);
};
const probe = document.createElement('canvas').getContext('2d', { willReadFrequently: true });
const colorCache = new Map();
const toRgb = value => {
if (colorCache.has(value)) return colorCache.get(value);
let rgb = [1, 1, 1];
if (probe) {
probe.clearRect(0, 0, 1, 1);
probe.fillStyle = '#ffffff';
probe.fillStyle = value;
probe.fillRect(0, 0, 1, 1);
const [r, g, b] = probe.getImageData(0, 0, 1, 1).data;
rgb = [r / 255, g / 255, b / 255];
}
colorCache.set(value, rgb);
return rgb;
};
const toLinear = value => toRgb(value).map(channel => channel * channel);
const reduce = window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false;
const palette = new Float32Array(MAX_COLORS * 3);
const pointer = { x: 0, y: 0, inside: false, held: false };
const state = {
travel: 0,
intro: settingsRef.current.intro && !reduce ? 0 : 1,
mouseX: 0,
mouseY: 0,
lensX: 0,
lensY: 0,
touch: 0,
warp: 0
};
let raf = 0;
let last = 0;
let visible = true;
const render = () => {
const s = settingsRef.current;
const width = canvas.width;
const height = canvas.height;
const cssWidth = Math.max(1, container.clientWidth);
const cssHeight = Math.max(1, container.clientHeight);
gl.bindVertexArray(vao);
allocate(scene, width, height);
levels.forEach((pair, index) => {
const levelWidth = Math.max(1, Math.round(cssWidth / 2 ** (index + 1)));
const levelHeight = Math.max(1, Math.round(cssHeight / 2 ** (index + 1)));
allocate(pair[0], levelWidth, levelHeight);
allocate(pair[1], levelWidth, levelHeight);
});
const intro = state.intro;
const presence = Math.min(1, intro * 2.2);
const stretch = 1 + 5 * Math.pow(1 - intro, 2) + 2.5 * state.warp;
const rings = Math.max(1, Math.floor(TAU * Math.max(s.density, 0.05) + 0.5));
const period = TAU / rings;
const clock = 9 + state.travel;
const list = s.colors.map(toLinear);
palette.fill(0);
for (let i = 0; i < MAX_COLORS; i++) palette.set(list[Math.min(i, list.length - 1)], i * 3);
const toScreenX = value => (2 * value - width) / width;
const toScreenY = value => (2 * value - height) / width;
const r = pass(scene, streakProgram);
gl.uniform2f(r.uView, width, height);
gl.uniform1f(r.uZoom, s.zoom);
gl.uniform1f(r.uPhase, clock % (16 * period));
gl.uniform1f(r.uTwinkleClock, clock % TAU);
gl.uniform1f(r.uRings, rings);
gl.uniform3fv(r.uColors, palette);
gl.uniform1i(r.uColorCount, list.length);
gl.uniform1i(r.uStreakCount, s.streakCount);
gl.uniform1i(r.uColumns, s.streakWidth > 1 ? 2 : 1);
gl.uniform1f(r.uWidth, 5e-4 * s.streakWidth);
gl.uniform1f(r.uTail, 19 / (s.streakLength * stretch));
gl.uniform1f(r.uTwinkle, s.twinkle);
gl.uniform1f(r.uHead, s.headGlow);
gl.uniform1f(r.uDepth, s.depth);
gl.uniform4f(
r.uMouse,
toScreenX(state.mouseX),
toScreenY(state.mouseY),
s.mouseInteraction ? s.mouseStrength * state.touch : 0,
s.mouseRadius
);
gl.uniform3f(
r.uLens,
toScreenX(state.lensX),
toScreenY(state.lensY),
s.mouseInteraction ? 0.5 * s.lens * state.touch : 0
);
gl.uniform1f(r.uLightMode, s.lightMode ? 1 : 0);
gl.uniform1f(r.uEncode, encode);
gl.drawArrays(gl.TRIANGLES, 0, 3);
if (s.bloom > 0) {
let source = scene;
levels.forEach(([front, back]) => {
const d = pass(front, downProgram);
bind(0, source.texture);
gl.uniform1i(d.uSource, 0);
gl.uniform2f(d.uTarget, front.width, front.height);
gl.uniform2f(d.uTexel, 1 / source.width, 1 / source.height);
gl.uniform1f(d.uLimit, 4 * encode);
gl.drawArrays(gl.TRIANGLES, 0, 3);
let b = pass(back, blurProgram);
bind(0, front.texture);
gl.uniform1i(b.uSource, 0);
gl.uniform2f(b.uTarget, back.width, back.height);
gl.uniform2f(b.uStep, 1 / front.width, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
b = pass(front, blurProgram);
bind(0, back.texture);
gl.uniform1i(b.uSource, 0);
gl.uniform2f(b.uTarget, front.width, front.height);
gl.uniform2f(b.uStep, 0, 1 / back.height);
gl.drawArrays(gl.TRIANGLES, 0, 3);
source = front;
});
}
const c = pass(null, compositeProgram);
bind(0, scene.texture);
gl.uniform1i(c.uScene, 0);
levels.forEach(([front], index) => {
bind(index + 1, front.texture);
gl.uniform1i(c[`uBloom${index}`], index + 1);
});
gl.uniform2f(c.uView, width, height);
gl.uniform1f(c.uDecode, 1 / encode);
gl.uniform1f(c.uGlow, s.glow);
gl.uniform1f(c.uBloom, s.bloom);
gl.uniform1f(c.uPresence, presence);
gl.uniform1f(c.uOpacity, s.opacity);
gl.uniform1f(c.uFade, s.fade);
gl.uniform1f(c.uLightMode, s.lightMode ? 1 : 0);
gl.uniform3fv(c.uTopColor, toLinear(s.backgroundColor));
gl.uniform1f(c.uTopGlow, s.backgroundGlow);
gl.drawArrays(gl.TRIANGLES, 0, 3);
for (let unit = BLOOM_LEVELS; unit >= 0; unit--) bind(unit, null);
};
const frame = now => {
raf = 0;
if (!visible || document.hidden) return;
const s = settingsRef.current;
const dt = last ? Math.min(0.05, (now - last) / 1000) : 1 / 60;
last = now;
if (!s.intro || reduce) state.intro = 1;
else if (state.intro < 1) state.intro = Math.min(1, state.intro + dt / INTRO_SECONDS);
const holding = s.holdToWarp && pointer.held && pointer.inside && !reduce;
state.warp += ((holding ? 1 : 0) - state.warp) * (1 - Math.exp(-dt * (holding ? 2.2 : 1.6)));
const rush = WARP_SPEED * Math.pow(1 - state.intro, 2) + 6 * state.warp;
const running = !s.paused && !reduce;
if (running) state.travel += dt * 0.1 * s.speed * (1 + rush);
const ratio = canvas.width / Math.max(1, container.clientWidth);
const targetX = pointer.x * ratio;
const targetY = (container.clientHeight - pointer.y) * ratio;
const engaged = s.mouseInteraction && pointer.inside && !reduce;
if (engaged && state.touch < 0.01) {
state.mouseX = targetX;
state.mouseY = targetY;
state.lensX = targetX;
state.lensY = targetY;
}
const follow = s.mouseDampening > 0 ? 1 - Math.exp(-dt / s.mouseDampening) : 1;
state.mouseX += (targetX - state.mouseX) * follow;
state.mouseY += (targetY - state.mouseY) * follow;
const lensFollow = 1 - Math.exp(-dt * 6);
state.lensX += (targetX - state.lensX) * lensFollow;
state.lensY += (targetY - state.lensY) * lensFollow;
state.touch += ((engaged ? 1 : 0) - state.touch) * (1 - Math.exp(-dt * (engaged ? 4 : 2)));
render();
const settling = state.intro < 1 || state.warp > 0.001 || Math.abs((engaged ? 1 : 0) - state.touch) > 0.002;
if ((running && s.speed !== 0) || settling) raf = requestAnimationFrame(frame);
else last = 0;
};
const wake = () => {
if (!raf && visible && !document.hidden) raf = requestAnimationFrame(frame);
};
const resize = () => {
const s = settingsRef.current;
const width = Math.max(1, container.clientWidth);
const height = Math.max(1, container.clientHeight);
const ratio = Math.min(s.dpr || window.devicePixelRatio || 1, 2);
canvas.width = Math.max(1, Math.round(width * ratio));
canvas.height = Math.max(1, Math.round(height * ratio));
if (!raf) render();
wake();
};
const locate = event => {
const rect = container.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
return { x, y, inside: x >= 0 && y >= 0 && x <= rect.width && y <= rect.height };
};
const onPointerMove = event => {
const point = locate(event);
pointer.x = point.x;
pointer.y = point.y;
pointer.inside = point.inside;
wake();
};
const onPointerDown = event => {
const point = locate(event);
if (!point.inside) return;
pointer.x = point.x;
pointer.y = point.y;
pointer.inside = true;
pointer.held = true;
wake();
};
const onPointerUp = () => {
pointer.held = false;
wake();
};
const onPointerLeave = () => {
pointer.inside = false;
pointer.held = 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, { passive: true });
window.addEventListener('pointerup', onPointerUp, { passive: true });
window.addEventListener('pointercancel', onPointerUp, { passive: true });
document.documentElement.addEventListener('pointerleave', onPointerLeave);
document.addEventListener('visibilitychange', onVisibility);
resize();
let lastDpr = settingsRef.current.dpr;
wakeRef.current = () => {
const s = settingsRef.current;
if (s.dpr !== lastDpr) {
lastDpr = s.dpr;
resize();
return;
}
if (!raf) render();
wake();
};
return () => {
cancelAnimationFrame(raf);
wakeRef.current = null;
canvas.removeEventListener('webglcontextlost', onContextLost);
canvas.removeEventListener('webglcontextrestored', onContextRestored);
resizeObserver.disconnect();
intersection.disconnect();
window.removeEventListener('pointermove', onPointerMove);
window.removeEventListener('pointerdown', onPointerDown);
window.removeEventListener('pointerup', onPointerUp);
window.removeEventListener('pointercancel', onPointerUp);
document.documentElement.removeEventListener('pointerleave', onPointerLeave);
document.removeEventListener('visibilitychange', onVisibility);
[scene, ...levels.flat()].forEach(target => {
if (target.texture) gl.deleteTexture(target.texture);
gl.deleteFramebuffer(target.framebuffer);
});
[streakProgram, downProgram, blurProgram, compositeProgram].forEach(item => gl.deleteProgram(item.program));
gl.deleteBuffer(buffer);
gl.deleteVertexArray(vao);
if (!gl.isContextLost()) gl.getExtension('WEBGL_lose_context')?.loseContext();
};
}, [generation]);
useEffect(() => {
wakeRef.current?.();
});
return (
<div
ref={containerRef}
className={`relative w-full h-full overflow-hidden ${className}`}
style={{ ...(mixBlendMode ? { mixBlendMode } : null), ...style }}
>
<canvas ref={canvasRef} className="absolute inset-0 block w-full h-full" aria-hidden="true" />
</div>
);
};
export default Lightfall;