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lightswind

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A professionally designed animate react component library & templates market that brings together functionality, accessibility, and beautiful aesthetics for modern applications.

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"use client"; import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime"; import { useEffect, useRef } from "react"; const vertexShaderSource = ` attribute vec4 a_position; void main() { gl_Position = a_position; } `; const fragmentShaderSource = ` precision mediump float; uniform vec2 iResolution; uniform float iTime; #define TAU 6.28318530718 #define MAX_ITER 5 void mainImage(out vec4 fragColor, in vec2 fragCoord) { float time = iTime * 0.5 + 23.0; vec2 uv = fragCoord.xy / iResolution.xy; vec2 p = mod(uv * TAU, TAU) - 250.0; vec2 i = vec2(p); float c = 1.0; float inten = 0.005; for (int n = 0; n < MAX_ITER; n++) { float t = time * (1.0 - (3.5 / float(n + 1))); i = p + vec2( cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x) ); c += 1.0 / length(vec2( p.x / (sin(i.x + t) / inten), p.y / (cos(i.y + t) / inten) )); } c /= float(MAX_ITER); c = 1.17 - pow(c, 1.4); vec3 colour = vec3(pow(abs(c), 8.0)); colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0); fragColor = vec4(colour, 1.0); } void main() { mainImage(gl_FragColor, gl_FragCoord.xy); } `; const blurClassMap = { none: "backdrop-blur-none", sm: "backdrop-blur-sm", md: "backdrop-blur-md", lg: "backdrop-blur-lg", xl: "backdrop-blur-xl", "2xl": "backdrop-blur-2xl", "3xl": "backdrop-blur-3xl", }; function ReflectBackground({ backdropBlurAmount = "sm", className = "", }) { const canvasRef = useRef(null); useEffect(() => { const canvas = canvasRef.current; if (!canvas) return; const gl = canvas.getContext("webgl"); if (!gl) { console.error("WebGL not supported"); return; } const compileShader = (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)) { console.error("Shader compilation error:", gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; }; const vertexShader = compileShader(gl.VERTEX_SHADER, vertexShaderSource); const fragmentShader = compileShader(gl.FRAGMENT_SHADER, fragmentShaderSource); if (!vertexShader || !fragmentShader) return; const program = gl.createProgram(); if (!program) return; 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)); return; } gl.useProgram(program); const positionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]), gl.STATIC_DRAW); const positionLocation = gl.getAttribLocation(program, "a_position"); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); const iResolutionLocation = gl.getUniformLocation(program, "iResolution"); const iTimeLocation = gl.getUniformLocation(program, "iTime"); let startTime = Date.now(); const render = () => { const width = canvas.clientWidth; const height = canvas.clientHeight; canvas.width = width; canvas.height = height; gl.viewport(0, 0, width, height); const currentTime = (Date.now() - startTime) / 1000; gl.uniform2f(iResolutionLocation, width, height); gl.uniform1f(iTimeLocation, currentTime); gl.drawArrays(gl.TRIANGLES, 0, 6); requestAnimationFrame(render); }; render(); }, []); const finalBlurClass = blurClassMap[backdropBlurAmount] || blurClassMap["sm"]; return (_jsxs("div", { className: `w-full max-w-screen h-full overflow-hidden ${className}`, children: [_jsx("canvas", { ref: canvasRef, className: "absolute inset-0 w-full max-w-screen h-full overflow-hidden", style: { display: "block" } }), _jsx("div", { className: `absolute inset-0 ${finalBlurClass}` })] })); } export default ReflectBackground;