reactbits-mcp-server
Version:
MCP Server for React Bits - Access 99+ React components with animations, backgrounds, and UI elements
196 lines (167 loc) • 5.98 kB
JSX
import { useRef, useEffect } from "react";
import "./Lightning.css";
const Lightning = ({
hue = 230,
xOffset = 0,
speed = 1,
intensity = 1,
size = 1,
}) => {
const canvasRef = useRef(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const resizeCanvas = () => {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
};
resizeCanvas();
window.addEventListener("resize", resizeCanvas);
const gl = canvas.getContext("webgl");
if (!gl) {
console.error("WebGL not supported");
return;
}
const vertexShaderSource = `
attribute vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`;
const fragmentShaderSource = `
precision mediump float;
uniform vec2 iResolution;
uniform float iTime;
uniform float uHue;
uniform float uXOffset;
uniform float uSpeed;
uniform float uIntensity;
uniform float uSize;
#define OCTAVE_COUNT 10
vec3 hsv2rgb(vec3 c) {
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
return c.z * mix(vec3(1.0), rgb, c.y);
}
float hash11(float p) {
p = fract(p * .1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
mat2 rotate2d(float theta) {
float c = cos(theta);
float s = sin(theta);
return mat2(c, -s, s, c);
}
float noise(vec2 p) {
vec2 ip = floor(p);
vec2 fp = fract(p);
float a = hash12(ip);
float b = hash12(ip + vec2(1.0, 0.0));
float c = hash12(ip + vec2(0.0, 1.0));
float d = hash12(ip + vec2(1.0, 1.0));
vec2 t = smoothstep(0.0, 1.0, fp);
return mix(mix(a, b, t.x), mix(c, d, t.x), t.y);
}
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < OCTAVE_COUNT; ++i) {
value += amplitude * noise(p);
p *= rotate2d(0.45);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord / iResolution.xy;
uv = 2.0 * uv - 1.0;
uv.x *= iResolution.x / iResolution.y;
uv.x += uXOffset;
uv += 2.0 * fbm(uv * uSize + 0.8 * iTime * uSpeed) - 1.0;
float dist = abs(uv.x);
vec3 baseColor = hsv2rgb(vec3(uHue / 360.0, 0.7, 0.8));
vec3 col = baseColor * pow(mix(0.0, 0.07, hash11(iTime * uSpeed)) / dist, 1.0) * uIntensity;
col = pow(col, vec3(1.0));
fragColor = vec4(col, 1.0);
}
void main() {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
`;
const compileShader = (
source,
type
) => {
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 compile error:", gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
};
const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER);
const fragmentShader = compileShader(
fragmentShaderSource,
gl.FRAGMENT_SHADER
);
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 vertices = new Float32Array([
-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1,
]);
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const aPosition = gl.getAttribLocation(program, "aPosition");
gl.enableVertexAttribArray(aPosition);
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0);
const iResolutionLocation = gl.getUniformLocation(program, "iResolution");
const iTimeLocation = gl.getUniformLocation(program, "iTime");
const uHueLocation = gl.getUniformLocation(program, "uHue");
const uXOffsetLocation = gl.getUniformLocation(program, "uXOffset");
const uSpeedLocation = gl.getUniformLocation(program, "uSpeed");
const uIntensityLocation = gl.getUniformLocation(program, "uIntensity");
const uSizeLocation = gl.getUniformLocation(program, "uSize");
const startTime = performance.now();
const render = () => {
resizeCanvas();
gl.viewport(0, 0, canvas.width, canvas.height);
gl.uniform2f(iResolutionLocation, canvas.width, canvas.height);
const currentTime = performance.now();
gl.uniform1f(iTimeLocation, (currentTime - startTime) / 1000.0);
gl.uniform1f(uHueLocation, hue);
gl.uniform1f(uXOffsetLocation, xOffset);
gl.uniform1f(uSpeedLocation, speed);
gl.uniform1f(uIntensityLocation, intensity);
gl.uniform1f(uSizeLocation, size);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(render);
};
requestAnimationFrame(render);
return () => {
window.removeEventListener("resize", resizeCanvas);
};
}, [hue, xOffset, speed, intensity, size]);
return <canvas ref={canvasRef} className="lightning-container" />;
};
export default Lightning;