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gitea-mirror/www/src/components/ShaderBackground.astro
2025-08-07 20:10:46 +05:30

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---
---
<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>