🔥 Added shader hero component

This commit is contained in:
abhrajitray77
2025-08-07 20:10:46 +05:30
parent 122848c970
commit fbcedc404a
3 changed files with 149 additions and 12 deletions

View File

@@ -9,16 +9,9 @@ export function Hero() {
return (
<section className="relative min-h-[100vh] pt-20 pb-10 flex flex-col items-center justify-center px-4 sm:px-6 lg:px-8 overflow-hidden">
{/* Elegant gradient background */}
<div className="absolute inset-0 -z-10 overflow-hidden">
<div className="absolute inset-0 bg-gradient-to-br from-primary/5 via-transparent to-accent/5"></div>
<div className="absolute -top-1/2 -left-1/2 w-full h-full bg-gradient-radial from-primary/10 to-transparent blur-3xl"></div>
<div className="absolute -bottom-1/2 -right-1/2 w-full h-full bg-gradient-radial from-accent/10 to-transparent blur-3xl"></div>
</div>
{/* spline object */}
<div className="spline-object absolute inset-0 max-lg:-z-10 max-h-[40rem] -translate-y-16 md:max-h-[50rem] lg:max-h-[60%] xl:max-h-[70%] 2xl:max-h-[80%] md:-translate-y-24 lg:-translate-y-28 flex items-center justify-center">
<div className="absolute right-2 bottom-4 h-20 w-40 bg-[#f8fbfb] dark:bg-[#010708]"/>
<div className="absolute right-2 bottom-4 h-20 w-40 bg-background"/>
<Suspense fallback={
<div className="w-full h-full flex items-center justify-center">
<img
@@ -44,13 +37,13 @@ export function Hero() {
</span>
</h1>
<p className="mt-4 sm:mt-6 text-base sm:text-lg md:text-xl text-muted-foreground max-w-3xl mx-auto px-4">
<p className="mt-4 sm:mt-6 text-base sm:text-lg md:text-xl text-muted-foreground max-w-3xl mx-auto px-4 z-20">
Automatically mirror your GitHub repositories to self-hosted Gitea.
Never lose access to your code with continuous backup and
synchronization.
</p>
<div className="mt-6 sm:mt-8 flex flex-wrap items-center justify-center gap-3 text-xs sm:text-sm text-muted-foreground px-4">
<div className="mt-6 sm:mt-8 flex flex-wrap items-center justify-center gap-3 text-xs sm:text-sm text-muted-foreground px-4 z-20">
<div className="flex items-center gap-2 px-3 py-1 rounded-full bg-primary/10 text-primary">
<Shield className="w-3 h-3 sm:w-4 sm:h-4" />
<span className="font-medium">Self-Hosted</span>
@@ -66,7 +59,7 @@ export function Hero() {
</div>
{/* Call to action buttons */}
<div className="mt-8 sm:mt-10 flex flex-col sm:flex-row items-center justify-center gap-3 sm:gap-4 px-4">
<div className="mt-8 sm:mt-10 flex flex-col sm:flex-row items-center justify-center gap-3 sm:gap-4 px-4 z-20">
<Button
size="lg"
className="relative group w-full sm:w-auto min-h-[48px] text-base bg-gradient-to-r from-primary to-accent hover:from-primary/90 hover:to-accent/90 shadow-lg shadow-primary/25 hover:shadow-xl hover:shadow-primary/30 transition-all duration-300"

View File

@@ -0,0 +1,140 @@
---
---
<canvas id="shader-canvas" class="hidden lg:block absolute inset-0 w-full h-full dark:opacity-90 z-10 pointer-events-none"></canvas>
<script>
const canvas = document.getElementById('shader-canvas') as HTMLCanvasElement | null;
if (!canvas) {
console.error('Canvas element not found');
} else {
const gl = canvas.getContext('webgl', { alpha: true });
if (!gl) {
console.error('WebGL not supported!');
} else {
const vertexShaderSource = `
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
const fragmentShaderSource = `
precision mediump float;
uniform vec2 iResolution;
uniform float iTime;
uniform vec3 u_color1;
uniform vec3 u_color2;
#define iterations 2
void main() {
vec2 uv = gl_FragCoord.xy / iResolution.xy;
vec2 mirrored_uv = uv;
if (mirrored_uv.x > 0.5) {
mirrored_uv.x = 1.0 - mirrored_uv.x;
}
float res = 1.0;
for (int i = 0; i < iterations; i++) {
res += cos(mirrored_uv.y * 12.345 - iTime * 1.0 + cos(res * 12.234) * 0.2 + cos(mirrored_uv.x * 32.2345 + cos(mirrored_uv.y * 17.234))) + cos(mirrored_uv.x * 12.345);
}
vec3 c = mix(u_color1, u_color2, cos(res + cos(mirrored_uv.y * 24.3214) * 0.1 + cos(mirrored_uv.x * 6.324 + iTime * 1.0) + iTime) * 0.5 + 0.5);
float vignette = clamp((length(mirrored_uv - 0.1 + cos(iTime * 0.9 + mirrored_uv.yx * 4.34 + mirrored_uv.xy * res) * 0.2) * 5.0 - 0.4), 0.0, 1.0);
vec3 final_color = mix(c, vec3(0.0), vignette);
gl_FragColor = vec4(final_color, length(final_color));
}
`;
function createShader(context: WebGLRenderingContext, type: number, source: string): WebGLShader | null {
const shader = context.createShader(type);
if (!shader) return null;
context.shaderSource(shader, source);
context.compileShader(shader);
if (!context.getShaderParameter(shader, context.COMPILE_STATUS)) {
console.error('Shader compilation error:', context.getShaderInfoLog(shader));
context.deleteShader(shader);
return null;
}
return shader;
}
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
if (vertexShader && fragmentShader) {
const program = gl.createProgram();
if (program) {
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Program linking error:', gl.getProgramInfoLog(program));
} else {
gl.useProgram(program);
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
const positionAttributeLocation = gl.getAttribLocation(program, "a_position");
gl.enableVertexAttribArray(positionAttributeLocation);
gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);
const resolutionLocation = gl.getUniformLocation(program, "iResolution");
const timeLocation = gl.getUniformLocation(program, "iTime");
const color1Location = gl.getUniformLocation(program, "u_color1");
const color2Location = gl.getUniformLocation(program, "u_color2");
const color1 = [0.122, 0.502, 0.122]; // #1f801f
const color2 = [0.059, 0.251, 0.059]; // #0f400f
function render(time: number): void {
if (!gl || !program || !canvas) return;
time *= 0.001;
const displayWidth = canvas.clientWidth;
const displayHeight = canvas.clientHeight;
if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
canvas.width = displayWidth;
canvas.height = displayHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
}
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
if (resolutionLocation !== null) {
gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
}
if (timeLocation !== null) {
gl.uniform1f(timeLocation, time);
}
if (color1Location !== null) {
gl.uniform3fv(color1Location, color1);
}
if (color2Location !== null) {
gl.uniform3fv(color2Location, color2);
}
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
}
}
}
}
</script>

View File

@@ -2,6 +2,7 @@
import '../styles/global.css';
import { Header } from '../components/Header';
import { Hero } from '../components/Hero';
import ShaderBackground from '../components/ShaderBackground.astro';
import Features from '../components/Features.astro';
import Screenshots from '../components/Screenshots.astro';
import { Installation } from '../components/Installation';
@@ -117,7 +118,10 @@ const structuredData = {
<Header client:load />
<main>
<Hero client:load />
<div class="relative">
<ShaderBackground />
<Hero client:load />
</div>
<Features />
<Screenshots />
<Installation client:load />