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Интерактивный 3D-фон с анимированным блогом на WebGL. Плавное органическое движение, реагирующее на курсор. Идеально для современных hero-секций.
<div class="w-full h-full min-h-screen bg-white">
<style>.blob-container {
width: 100%;
height: 100%;
min-height: 100vh;
position: relative;
overflow: hidden;
}
.blob-canvas {
display: block;
width: 100%;
height: 100%;
}</style>
<div id="blobContainer" class="blob-container"></div>
<script type="importmap">{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js"
}
}</script>
<script type="module">import * as THREE from 'three';
const vertexShader = `
uniform float u_intensity;
uniform float u_time;
varying vec2 vUv;
varying float vDisplacement;
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;
}
void main() {
vUv = uv;
vDisplacement = cnoise(position + vec3(2.0 * u_time));
vec3 newPosition = position + normal * (u_intensity * vDisplacement);
vec4 modelPosition = modelMatrix * vec4(newPosition, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
}
`;
const fragmentShader = `
uniform float u_intensity;
uniform float u_time;
uniform vec3 u_color;
varying vec2 vUv;
varying float vDisplacement;
void main() {
float distort = 2.0 * vDisplacement * u_intensity * sin(vUv.y * 10.0 + u_time);
vec3 color = mix(u_color, vec3(1.0, 1.0, 1.0), distort);
gl_FragColor = vec4(color, 1.0);
}
`;
const container = document.getElementById('blobContainer');
const width = container.clientWidth;
const height = container.clientHeight;
// Configuration
const config = {
blobColor: '#000000',
backgroundColor: '#ffffff',
scale: 1.5,
speed: 0.4,
intensity: 0.5,
followMouse: true,
cameraZ: 8
};
// Scene
const scene = new THREE.Scene();
// Camera
const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
camera.position.z = config.cameraZ;
// Renderer
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(width, height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setClearColor(config.backgroundColor, 1);
container.appendChild(renderer.domElement);
// Uniforms
const uniforms = {
u_time: { value: 0 },
u_intensity: { value: config.intensity },
u_color: { value: new THREE.Color(config.blobColor) }
};
// Geometry & Material
const geometry = new THREE.IcosahedronGeometry(2, 20);
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms
});
// Mesh
const mesh = new THREE.Mesh(geometry, material);
mesh.scale.setScalar(config.scale);
scene.add(mesh);
// Mouse tracking
const mouse = new THREE.Vector2(0, 0);
const targetPos = new THREE.Vector3(0, 0, 0);
const currentPos = new THREE.Vector3(0, 0, 0);
const handleMouseMove = (event) => {
const rect = container.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
};
container.addEventListener('mousemove', handleMouseMove);
// Clock
const clock = new THREE.Clock();
// Animation
function animate() {
requestAnimationFrame(animate);
const elapsed = clock.getElapsedTime();
uniforms.u_time.value = config.speed * elapsed;
if (config.followMouse) {
targetPos.set(mouse.x * 2, mouse.y * 2, 0);
currentPos.lerp(targetPos, 0.1);
mesh.position.copy(currentPos);
}
renderer.render(scene, camera);
}
animate();
// Resize handler
const handleResize = () => {
const w = container.clientWidth;
const h = container.clientHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
};
window.addEventListener('resize', handleResize);</script>
</div>