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reactbits-mcp-server

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MCP Server for React Bits - Access 99+ React components with animations, backgrounds, and UI elements

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/* eslint-disable react/no-unknown-property */ import { forwardRef, useImperativeHandle, useEffect, useRef, useMemo } from "react"; import * as THREE from "three"; import { Canvas, useFrame } from "@react-three/fiber"; import { PerspectiveCamera } from "@react-three/drei"; import { degToRad } from "three/src/math/MathUtils.js"; import "./Beams.css"; function extendMaterial(BaseMaterial, cfg) { const physical = THREE.ShaderLib.physical; const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms, } = physical; const baseDefines = physical.defines ?? {}; const uniforms = THREE.UniformsUtils.clone(baseUniforms); const defaults = new BaseMaterial(cfg.material || {}); if (defaults.color) uniforms.diffuse.value = defaults.color; if ("roughness" in defaults) uniforms.roughness.value = defaults.roughness; if ("metalness" in defaults) uniforms.metalness.value = defaults.metalness; if ("envMap" in defaults) uniforms.envMap.value = defaults.envMap; if ("envMapIntensity" in defaults) uniforms.envMapIntensity.value = defaults.envMapIntensity; Object.entries(cfg.uniforms ?? {}).forEach(([key, u]) => { uniforms[key] = u !== null && typeof u === "object" && "value" in u ? (u) : ({ value: u }); }); let vert = `${cfg.header}\n${cfg.vertexHeader ?? ""}\n${baseVert}`; let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ""}\n${baseFrag}`; for (const [inc, code] of Object.entries(cfg.vertex ?? {})) { vert = vert.replace(inc, `${inc}\n${code}`); } for (const [inc, code] of Object.entries(cfg.fragment ?? {})) { frag = frag.replace(inc, `${inc}\n${code}`); } const mat = new THREE.ShaderMaterial({ defines: { ...baseDefines }, uniforms, vertexShader: vert, fragmentShader: frag, lights: true, fog: !!cfg.material?.fog, }); return mat; } const CanvasWrapper = ({ children }) => ( <Canvas dpr={[1, 2]} frameloop="always" className="beams-container"> {children} </Canvas> ); const hexToNormalizedRGB = (hex) => { const clean = hex.replace("#", ""); const r = parseInt(clean.substring(0, 2), 16); const g = parseInt(clean.substring(2, 4), 16); const b = parseInt(clean.substring(4, 6), 16); return [r / 255, g / 255, b / 255]; }; const noise = ` float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec3 P){ vec3 Pi0 = floor(P); vec3 Pi1 = Pi0 + vec3(1.0); Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec3 Pf0 = fract(P); vec3 Pf1 = Pf0 - vec3(1.0); vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x,Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x,Pf1.y,Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy,Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy,Pf1.z)); float n101 = dot(g101, vec3(Pf1.x,Pf0.y,Pf1.z)); float n011 = dot(g011, vec3(Pf0.x,Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z); vec2 n_yz = mix(n_z.xy,n_z.zw,fade_xyz.y); float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x); return 2.2 * n_xyz; } `; const Beams = ({ beamWidth = 2, beamHeight = 15, beamNumber = 12, lightColor = "#ffffff", speed = 2, noiseIntensity = 1.75, scale = 0.2, rotation = 0, }) => { const meshRef = useRef(null); const beamMaterial = useMemo( () => extendMaterial(THREE.MeshStandardMaterial, { header: ` varying vec3 vEye; varying float vNoise; varying vec2 vUv; varying vec3 vPosition; uniform float time; uniform float uSpeed; uniform float uNoiseIntensity; uniform float uScale; ${noise}`, vertexHeader: ` float getPos(vec3 pos) { vec3 noisePos = vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale; return cnoise(noisePos); } vec3 getCurrentPos(vec3 pos) { vec3 newpos = pos; newpos.z += getPos(pos); return newpos; } vec3 getNormal(vec3 pos) { vec3 curpos = getCurrentPos(pos); vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0)); vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0)); vec3 tangentX = normalize(nextposX - curpos); vec3 tangentZ = normalize(nextposZ - curpos); return normalize(cross(tangentZ, tangentX)); }`, fragmentHeader: "", vertex: { "#include <begin_vertex>": `transformed.z += getPos(transformed.xyz);`, "#include <beginnormal_vertex>": `objectNormal = getNormal(position.xyz);`, }, fragment: { "#include <dithering_fragment>": ` float randomNoise = noise(gl_FragCoord.xy); gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`, }, material: { fog: true }, uniforms: { diffuse: new THREE.Color(...hexToNormalizedRGB("#000000")), time: { shared: true, mixed: true, linked: true, value: 0 }, roughness: 0.3, metalness: 0.3, uSpeed: { shared: true, mixed: true, linked: true, value: speed }, envMapIntensity: 10, uNoiseIntensity: noiseIntensity, uScale: scale, }, }), [speed, noiseIntensity, scale] ); return ( <CanvasWrapper> <group rotation={[0, 0, degToRad(rotation)]}> <PlaneNoise ref={meshRef} material={beamMaterial} count={beamNumber} width={beamWidth} height={beamHeight} /> <DirLight color={lightColor} position={[0, 3, 10]} /> </group> <ambientLight intensity={1} /> <color attach="background" args={["#000000"]} /> <PerspectiveCamera makeDefault position={[0, 0, 20]} fov={30} /> </CanvasWrapper> ); }; function createStackedPlanesBufferGeometry( n, width, height, spacing, heightSegments ) { const geometry = new THREE.BufferGeometry(); const numVertices = n * (heightSegments + 1) * 2; const numFaces = n * heightSegments * 2; const positions = new Float32Array(numVertices * 3); const indices = new Uint32Array(numFaces * 3); const uvs = new Float32Array(numVertices * 2); let vertexOffset = 0; let indexOffset = 0; let uvOffset = 0; const totalWidth = n * width + (n - 1) * spacing; const xOffsetBase = -totalWidth / 2; for (let i = 0; i < n; i++) { const xOffset = xOffsetBase + i * (width + spacing); const uvXOffset = Math.random() * 300; const uvYOffset = Math.random() * 300; for (let j = 0; j <= heightSegments; j++) { const y = height * (j / heightSegments - 0.5); const v0 = [xOffset, y, 0]; const v1 = [xOffset + width, y, 0]; positions.set([...v0, ...v1], vertexOffset * 3); const uvY = j / heightSegments; uvs.set( [uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset ); if (j < heightSegments) { const a = vertexOffset, b = vertexOffset + 1, c = vertexOffset + 2, d = vertexOffset + 3; indices.set([a, b, c, c, b, d], indexOffset); indexOffset += 6; } vertexOffset += 2; uvOffset += 4; } } geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3)); geometry.setAttribute("uv", new THREE.BufferAttribute(uvs, 2)); geometry.setIndex(new THREE.BufferAttribute(indices, 1)); geometry.computeVertexNormals(); return geometry; } const MergedPlanes = forwardRef(({ material, width, count, height }, ref) => { const mesh = useRef(null); useImperativeHandle(ref, () => mesh.current); const geometry = useMemo( () => createStackedPlanesBufferGeometry(count, width, height, 0, 100), [count, width, height] ); useFrame((_, delta) => { mesh.current.material.uniforms.time.value += 0.1 * delta; }); return <mesh ref={mesh} geometry={geometry} material={material} />; }); MergedPlanes.displayName = "MergedPlanes"; const PlaneNoise = forwardRef((props, ref) => ( <MergedPlanes ref={ref} material={props.material} width={props.width} count={props.count} height={props.height} /> )); PlaneNoise.displayName = "PlaneNoise"; const DirLight = ({ position, color, }) => { const dir = useRef(null); useEffect(() => { if (!dir.current) return; const cam = dir.current.shadow.camera; if (!cam) return; cam.top = 24; cam.bottom = -24; cam.left = -24; cam.right = 24; cam.far = 64; dir.current.shadow.bias = -0.004; // eslint-disable-next-line react-hooks/exhaustive-deps }, []); return ( <directionalLight ref={dir} color={color} intensity={1} position={position} /> ); }; export default Beams;