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Laser Flow

WebGL-эффект лазерного потока на Three.js с интерактивными следами от мыши и объемным туманом. Анимация фона.

by Zhou JasonLive Preview

Prompt

# Laser Flow

You are given a task to integrate an existing React component in the codebase

~~~/README.md
# LaserFlow Component

A high-performance WebGL laser beam effect using Three.js custom shaders. Features volumetric fog simulation, flowing energy wisps, and interactive mouse response.

## Features
- **Volumetric Fog**: Simulated 3D fog that reacts to beam intensity
- **Interactive**: Beam and fog react to mouse movement (tilt effect)
- **Customizable**: Control beam speed, color, density, and falloff
- **Performance Optimized**: Uses raw shaders and efficient uniform updates

## Usage

```tsx
import LaserFlow from '@/sd-components/ad21b136-8faf-4103-a457-10971834fb35';

function MyComponent() {
  return (
    <div style={{ height: '500px', position: 'relative' }}>
      <LaserFlow 
        color="#FF79C6" 
        wispDensity={1.2} 
        flowSpeed={0.4} 
      />
    </div>
  );
}
```

## Props

| Prop | Type | Default | Description |
|------|------|---------|-------------|
| `color` | `string` | `'#FF79C6'` | The main color of the laser beam |
| `wispDensity` | `number` | `1.0` | Density of the flowing energy wisps |
| `wispSpeed` | `number` | `15.0` | Speed of the wisp animation |
| `fogIntensity` | `number` | `0.45` | Intensity of the volumetric fog |
| `fogScale` | `number` | `0.3` | Scale of the fog noise texture |
| `flowSpeed` | `number` | `0.35` | Speed of the main beam flow |
| `mouseTiltStrength` | `number` | `0.01` | How much the beam tilts towards mouse |
| `mouseSmoothTime` | `number` | `0.0` | Smoothing factor for mouse movement |
| `dpr` | `number` | `window.devicePixelRatio` | Device pixel ratio (max 2) |
~~~

~~~/src/App.tsx
import React, { useRef } from 'react';
import { LaserFlow } from './LaserFlow';
import { Reply, Sparkles } from 'lucide-react';
import { motion } from 'framer-motion';

export default function App() {
  const revealImgRef = useRef<HTMLImageElement>(null);

  // Function to handle mouse movement for the reveal effect
  const handleMouseMove = (e: React.MouseEvent<HTMLDivElement>) => {
    const rect = e.currentTarget.getBoundingClientRect();
    const x = e.clientX - rect.left;
    const y = e.clientY - rect.top;
    
    if (revealImgRef.current) {
      revealImgRef.current.style.setProperty('--mx', `${x}px`);
      revealImgRef.current.style.setProperty('--my', `${y + rect.height * 0.5}px`);
    }
  };

  const handleMouseLeave = () => {
    if (revealImgRef.current) {
      revealImgRef.current.style.setProperty('--mx', '-9999px');
      revealImgRef.current.style.setProperty('--my', '-9999px');
    }
  };

  return (
    <div className="min-h-screen bg-[#1A1A1B] text-white flex flex-col items-center justify-center p-8 font-sans">
      
      {/* Header / Title */}
      <div className="w-full max-w-4xl flex items-center justify-between mb-8 z-10">
        <div>
          <h1 className="text-3xl font-medium tracking-tight flex items-center gap-2">
            Laser Flow <Sparkles className="w-5 h-5 text-pink-400" />
          </h1>
          <p className="text-white/40 text-sm mt-1">Interactive WebGL Beam & Fog</p>
        </div>
        
        <button className="flex items-center gap-2 px-4 py-2 bg-white/5 hover:bg-white/10 border border-white/10 rounded-full transition-colors text-sm font-medium">
          <Reply className="w-4 h-4" />
          <span>Replay</span>
        </button>
      </div>

      {/* Main Showcase Container */}
      <motion.div 
        initial={{ opacity: 0, y: 20 }}
        animate={{ opacity: 1, y: 0 }}
        transition={{ duration: 0.8, ease: "easeOut" }}
        className="relative w-full max-w-4xl h-[600px] rounded-3xl overflow-hidden shadow-[0_0_60px_-15px_rgba(255,121,198,0.15)] bg-[#060010] border border-white/5"
        onMouseMove={handleMouseMove}
        onMouseLeave={handleMouseLeave}
      >
        {/* The Laser Component */}
        <LaserFlow
          horizontalBeamOffset={0.1}
          verticalBeamOffset={0.0}
          color="#FF79C6"
          wispDensity={1.2}
          fogIntensity={0.6}
          className="absolute inset-0 z-0"
        />

        {/* Central Card with Border - Static UI */}
        <div className="absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2 w-[80%] h-[60%] flex items-center justify-center z-10 pointer-events-none">
          <div className="w-full h-full rounded-2xl border border-pink-500/30 bg-black/20 backdrop-blur-[2px] flex flex-col items-center justify-center p-8 text-center relative overflow-hidden group">
            <h2 className="text-4xl font-light tracking-widest text-white/90 uppercase mb-2">Energy</h2>
            <div className="w-12 h-0.5 bg-pink-500/50 mb-4"></div>
            <p className="text-xs text-white/50 tracking-[0.2em] font-medium">SYSTEM ONLINE</p>
            
            {/* Decorative corners */}
            <div className="absolute top-0 left-0 w-4 h-4 border-t border-l border-pink-500"></div>
            <div className="absolute top-0 right-0 w-4 h-4 border-t border-r border-pink-500"></div>
            <div className="absolute bottom-0 left-0 w-4 h-4 border-b border-l border-pink-500"></div>
            <div className="absolute bottom-0 right-0 w-4 h-4 border-b border-r border-pink-500"></div>
          </div>
        </div>

        {/* Reveal Overlay - The "Flashlight" Effect */}
        <img
          ref={revealImgRef}
          src="https://placehold.co/1200x800/220033/FFFFFF/png?text=HIDDEN+LAYER+DETECTED&font=montserrat"
          alt="Reveal effect"
          className="absolute top-0 left-0 w-full h-full z-20 pointer-events-none mix-blend-color-dodge opacity-50"
          style={{
            // Initial state off-screen
            '--mx': '-9999px',
            '--my': '-9999px',
            // Mask gradient
            maskImage: 'radial-gradient(circle at var(--mx) var(--my), rgba(0,0,0,1) 0px, rgba(0,0,0,0.8) 80px, rgba(0,0,0,0) 200px)',
            WebkitMaskImage: 'radial-gradient(circle at var(--mx) var(--my), rgba(0,0,0,1) 0px, rgba(0,0,0,0.8) 80px, rgba(0,0,0,0) 200px)',
            maskRepeat: 'no-repeat',
            WebkitMaskRepeat: 'no-repeat',
          } as React.CSSProperties}
        />
        
        {/* Instruction Hint */}
        <div className="absolute bottom-6 left-1/2 -translate-x-1/2 z-30 text-xs text-white/30 tracking-widest uppercase pointer-events-none">
          Move cursor to reveal
        </div>

      </motion.div>
      
      {/* Footer details */}
      <div className="w-full max-w-4xl mt-6 flex gap-8 text-xs text-white/20">
        <div>SPEED: 0.35</div>
        <div>FOG: 0.45</div>
        <div>WISP: 15.0</div>
      </div>
    </div>
  );
}
~~~

~~~/package.json
{
  "name": "laser-flow-component",
  "description": "A WebGL-based laser flow effect using Three.js",
  "dependencies": {
    "react": "^18.2.0",
    "react-dom": "^18.2.0",
    "three": "^0.160.0",
    "lucide-react": "^0.300.0",
    "framer-motion": "^10.16.16"
  }
}
~~~

~~~/src/LaserFlow.tsx
import React, { useEffect, useRef } from 'react';
import * as THREE from 'three';

type Props = {
  className?: string;
  style?: React.CSSProperties;
  wispDensity?: number;
  dpr?: number;
  mouseSmoothTime?: number;
  mouseTiltStrength?: number;
  horizontalBeamOffset?: number;
  verticalBeamOffset?: number;
  flowSpeed?: number;
  verticalSizing?: number;
  horizontalSizing?: number;
  fogIntensity?: number;
  fogScale?: number;
  wispSpeed?: number;
  wispIntensity?: number;
  flowStrength?: number;
  decay?: number;
  falloffStart?: number;
  fogFallSpeed?: number;
  color?: string;
};

const VERT = `
precision highp float;
attribute vec3 position;
void main(){
  gl_Position = vec4(position, 1.0);
}
`;

const FRAG = `
#ifdef GL_ES
#extension GL_OES_standard_derivatives : enable
#endif
precision highp float;
precision mediump int;
uniform float iTime;
uniform vec3 iResolution;
uniform vec4 iMouse;
uniform float uWispDensity;
uniform float uTiltScale;
uniform float uFlowTime;
uniform float uFogTime;
uniform float uBeamXFrac;
uniform float uBeamYFrac;
uniform float uFlowSpeed;
uniform float uVLenFactor;
uniform float uHLenFactor;
uniform float uFogIntensity;
uniform float uFogScale;
uniform float uWSpeed;
uniform float uWIntensity;
uniform float uFlowStrength;
uniform float uDecay;
uniform float uFalloffStart;
uniform float uFogFallSpeed;
uniform vec3 uColor;
uniform float uFade;

// Core beam/flare shaping and dynamics
#define PI 3.14159265359
#define TWO_PI 6.28318530718
#define EPS 1e-6
#define EDGE_SOFT (DT_LOCAL*4.0)
#define DT_LOCAL 0.0038
#define TAP_RADIUS 6
#define R_H 150.0
#define R_V 150.0
#define FLARE_HEIGHT 16.0
#define FLARE_AMOUNT 8.0
#define FLARE_EXP 2.0
#define TOP_FADE_START 0.1
#define TOP_FADE_EXP 1.0
#define FLOW_PERIOD 0.5
#define FLOW_SHARPNESS 1.5

// Wisps (animated micro-streaks) that travel along the beam
#define W_BASE_X 1.5
#define W_LAYER_GAP 0.25
#define W_LANES 10
#define W_SIDE_DECAY 0.5
#define W_HALF 0.01
#define W_AA 0.15
#define W_CELL 20.0
#define W_SEG_MIN 0.01
#define W_SEG_MAX 0.55
#define W_CURVE_AMOUNT 15.0
#define W_CURVE_RANGE (FLARE_HEIGHT - 3.0)
#define W_BOTTOM_EXP 10.0

// Volumetric fog controls
#define FOG_ON 1
#define FOG_CONTRAST 1.2
#define FOG_SPEED_U 0.1
#define FOG_SPEED_V -0.1
#define FOG_OCTAVES 5
#define FOG_BOTTOM_BIAS 0.8
#define FOG_TILT_TO_MOUSE 0.05
#define FOG_TILT_DEADZONE 0.01
#define FOG_TILT_MAX_X 0.35
#define FOG_TILT_SHAPE 1.5
#define FOG_BEAM_MIN 0.0
#define FOG_BEAM_MAX 0.75
#define FOG_MASK_GAMMA 0.5
#define FOG_EXPAND_SHAPE 12.2
#define FOG_EDGE_MIX 0.5

// Horizontal vignette for the fog volume
#define HFOG_EDGE_START 0.20
#define HFOG_EDGE_END 0.98
#define HFOG_EDGE_GAMMA 1.4
#define HFOG_Y_RADIUS 25.0
#define HFOG_Y_SOFT 60.0

// Beam extents and edge masking
#define EDGE_X0 0.22
#define EDGE_X1 0.995
#define EDGE_X_GAMMA 1.25
#define EDGE_LUMA_T0 0.0
#define EDGE_LUMA_T1 2.0
#define DITHER_STRENGTH 1.0

    float g(float x){return x<=0.00031308?12.92*x:1.055*pow(x,1.0/2.4)-0.055;}
    float bs(vec2 p,vec2 q,float powr){
        float d=distance(p,q),f=powr*uFalloffStart,r=(f*f)/(d*d+EPS);
        return powr*min(1.0,r);
    }
    float bsa(vec2 p,vec2 q,float powr,vec2 s){
        vec2 d=p-q; float dd=(d.x*d.x)/(s.x*s.x)+(d.y*d.y)/(s.y*s.y),f=powr*uFalloffStart,r=(f*f)/(dd+EPS);
        return powr*min(1.0,r);
    }
    float tri01(float x){float f=fract(x);return 1.0-abs(f*2.0-1.0);}
    float tauWf(float t,float tmin,float tmax){float a=smoothstep(tmin,tmin+EDGE_SOFT,t),b=1.0-smoothstep(tmax-EDGE_SOFT,tmax,t);return max(0.0,a*b);} 
    float h21(vec2 p){p=fract(p*vec2(123.34,456.21));p+=dot(p,p+34.123);return fract(p.x*p.y);}
    float vnoise(vec2 p){
        vec2 i=floor(p),f=fract(p);
        float a=h21(i),b=h21(i+vec2(1,0)),c=h21(i+vec2(0,1)),d=h21(i+vec2(1,1));
        vec2 u=f*f*(3.0-2.0*f);
        return mix(mix(a,b,u.x),mix(c,d,u.x),u.y);
    }
    float fbm2(vec2 p){
        float v=0.0,amp=0.6; mat2 m=mat2(0.86,0.5,-0.5,0.86);
        for(int i=0;i<FOG_OCTAVES;++i){v+=amp*vnoise(p); p=m*p*2.03+17.1; amp*=0.52;}
        return v;
    }
    float rGate(float x,float l){float a=smoothstep(0.0,W_AA,x),b=1.0-smoothstep(l,l+W_AA,x);return max(0.0,a*b);}
    float flareY(float y){float t=clamp(1.0-(clamp(y,0.0,FLARE_HEIGHT)/max(FLARE_HEIGHT,EPS)),0.0,1.0);return pow(t,FLARE_EXP);}
    float vWisps(vec2 uv,float topF){
    float y=uv.y,yf=(y+uFlowTime*uWSpeed)/W_CELL;
    float dRaw=clamp(uWispDensity,0.0,2.0),d=dRaw<=0.0?1.0:dRaw;
    float lanesF=floor(float(W_LANES)*min(d,1.0)+0.5); // WebGL1-safe
    int lanes=int(max(1.0,lanesF));
    float sp=min(d,1.0),ep=max(d-1.0,0.0);
    float fm=flareY(max(y,0.0)),rm=clamp(1.0-(y/max(W_CURVE_RANGE,EPS)),0.0,1.0),cm=fm*rm;
    const float G=0.05; float xS=1.0+(FLARE_AMOUNT*W_CURVE_AMOUNT*G)*cm;
    float sPix=clamp(y/R_V,0.0,1.0),bGain=pow(1.0-sPix,W_BOTTOM_EXP),sum=0.0;
    for(int s=0;s<2;++s){
        float sgn=s==0?-1.0:1.0;
        for(int i=0;i<W_LANES;++i){
            if(i>=lanes) break;
            float off=W_BASE_X+float(i)*W_LAYER_GAP,xc=sgn*(off*xS);
            float dx=abs(uv.x-xc),lat=1.0-smoothstep(W_HALF,W_HALF+W_AA,dx),amp=exp(-off*W_SIDE_DECAY);
            float seed=h21(vec2(off,sgn*17.0)),yf2=yf+seed*7.0,ci=floor(yf2),fy=fract(yf2);
            float seg=mix(W_SEG_MIN,W_SEG_MAX,h21(vec2(ci,off*2.3)));
            float spR=h21(vec2(ci,off+sgn*31.0)),seg1=rGate(fy,seg)*step(spR,sp);
            if(ep>0.0){float spR2=h21(vec2(ci*3.1+7.0,off*5.3+sgn*13.0)); float f2=fract(fy+0.5); seg1+=rGate(f2,seg*0.9)*step(spR2,ep);}
            sum+=amp*lat*seg1;
        }
    }
    float span=smoothstep(-3.0,0.0,y)*(1.0-smoothstep(R_V-6.0,R_V,y));
    return uWIntensity*sum*topF*bGain*span;
}

void mainImage(out vec4 fc,in vec2 frag){
    vec2 C=iResolution.xy*.5; float invW=1.0/max(C.x,1.0);
    float sc=512.0/iResolution.x*.4;
    vec2 uv=(frag-C)*sc,off=vec2(uBeamXFrac*iResolution.x*sc,uBeamYFrac*iResolution.y*sc);
    vec2 uvc = uv - off;
    
    float a=0.0,b=0.0;
    float basePhase=1.5*PI+uDecay*.5; float tauMin=basePhase-uDecay; float tauMax=basePhase;
    float cx=clamp(uvc.x/(R_H*uHLenFactor),-1.0,1.0),tH=clamp(TWO_PI-acos(cx),tauMin,tauMax);
    
    for(int k=-TAP_RADIUS;k<=TAP_RADIUS;++k){
        float tu=tH+float(k)*DT_LOCAL,wt=tauWf(tu,tauMin,tauMax); if(wt<=0.0) continue;
        float spd=max(abs(sin(tu)),0.02),u=clamp((basePhase-tu)/max(uDecay,EPS),0.0,1.0),env=pow(1.0-abs(u*2.0-1.0),0.8);
        vec2 p=vec2((R_H*uHLenFactor)*cos(tu),0.0);
        a+=wt*bs(uvc,p,env*spd);
    }
    
    float yPix=uvc.y,cy=clamp(-yPix/(R_V*uVLenFactor),-1.0,1.0),tV=clamp(TWO_PI-acos(cy),tauMin,tauMax);
    
    for(int k=-TAP_RADIUS;k<=TAP_RADIUS;++k){
        float tu=tV+float(k)*DT_LOCAL,wt=tauWf(tu,tauMin,tauMax); if(wt<=0.0) continue;
        float yb=(-R_V)*cos(tu),s=clamp(yb/R_V,0.0,1.0),spd=max(abs(sin(tu)),0.02);
        float env=pow(1.0-s,0.6)*spd;
        float cap=1.0-smoothstep(TOP_FADE_START,1.0,s); cap=pow(cap,TOP_FADE_EXP); env*=cap;
        float ph=s/max(FLOW_PERIOD,EPS)+uFlowTime*uFlowSpeed;
        float fl=pow(tri01(ph),FLOW_SHARPNESS);
        env*=mix(1.0-uFlowStrength,1.0,fl);
        float yp=(-R_V*uVLenFactor)*cos(tu),m=pow(smoothstep(FLARE_HEIGHT,0.0,yp),FLARE_EXP),wx=1.0+FLARE_AMOUNT*m;
        vec2 sig=vec2(wx,1.0),p=vec2(0.0,yp);
        float mask=step(0.0,yp);
        b+=wt*bsa(uvc,p,mask*env,sig);
    }
    
    float sPix=clamp(yPix/R_V,0.0,1.0),topA=pow(1.0-smoothstep(TOP_FADE_START,1.0,sPix),TOP_FADE_EXP);
    float L=a+b*topA;
    float w=vWisps(vec2(uvc.x,yPix),topA);
    float fog=0.0;
    
#if FOG_ON
    vec2 fuv=uvc*uFogScale;
    float mAct=step(1.0,length(iMouse.xy)),nx=((iMouse.x-C.x)*invW)*mAct;
    float ax = abs(nx);
    float stMag = mix(ax, pow(ax, FOG_TILT_SHAPE), 0.35);
    float st = sign(nx) * stMag * uTiltScale;
    st = clamp(st, -FOG_TILT_MAX_X, FOG_TILT_MAX_X);
    vec2 dir=normalize(vec2(st,1.0));
    fuv+=uFogTime*uFogFallSpeed*dir;
    vec2 prp=vec2(-dir.y,dir.x);
    fuv+=prp*(0.08*sin(dot(uvc,prp)*0.08+uFogTime*0.9));
    
    float n=fbm2(fuv+vec2(fbm2(fuv+vec2(7.3,2.1)),fbm2(fuv+vec2(-3.7,5.9)))*0.6);
    n=pow(clamp(n,0.0,1.0),FOG_CONTRAST);
    float pixW = 1.0 / max(iResolution.y, 1.0);
    
#ifdef GL_OES_standard_derivatives
    float wL = max(fwidth(L), pixW);
#else
    float wL = pixW;
#endif

    float m0=pow(smoothstep(FOG_BEAM_MIN - wL, FOG_BEAM_MAX + wL, L),FOG_MASK_GAMMA);
    float bm=1.0-pow(1.0-m0,FOG_EXPAND_SHAPE); bm=mix(bm*m0,bm,FOG_EDGE_MIX);
    
    float yP=1.0-smoothstep(HFOG_Y_RADIUS,HFOG_Y_RADIUS+HFOG_Y_SOFT,abs(yPix));
    float nxF=abs((frag.x-C.x)*invW),hE=1.0-smoothstep(HFOG_EDGE_START,HFOG_EDGE_END,nxF); hE=pow(clamp(hE,0.0,1.0),HFOG_EDGE_GAMMA);
    float hW=mix(1.0,hE,clamp(yP,0.0,1.0));
    
    float bBias=mix(1.0,1.0-sPix,FOG_BOTTOM_BIAS);
    float browserFogIntensity = uFogIntensity;
    browserFogIntensity *= 1.8;
    
    float radialFade = 1.0 - smoothstep(0.0, 0.7, length(uvc) / 120.0);
    float safariFog = n * browserFogIntensity * bBias * bm * hW * radialFade;
    fog = safariFog;
#endif

    float LF=L+fog;
    float dith=(h21(frag)-0.5)*(DITHER_STRENGTH/255.0);
    float tone=g(LF+w);
    vec3 col=tone*uColor+dith;
    float alpha=clamp(g(L+w*0.6)+dith*0.6,0.0,1.0);
    
    float nxE=abs((frag.x-C.x)*invW),xF=pow(clamp(1.0-smoothstep(EDGE_X0,EDGE_X1,nxE),0.0,1.0),EDGE_X_GAMMA);
    float scene=LF+max(0.0,w)*0.5,hi=smoothstep(EDGE_LUMA_T0,EDGE_LUMA_T1,scene);
    float eM=mix(xF,1.0,hi);
    col*=eM; alpha*=eM;
    col*=uFade; alpha*=uFade;
    fc=vec4(col,alpha);
}

void main(){
  vec4 fc;
  mainImage(fc, gl_FragCoord.xy);
  gl_FragColor = fc;
}
`;

export const LaserFlow: React.FC<Props> = ({
  className,
  style,
  wispDensity = 1,
  dpr,
  mouseSmoothTime = 0.0,
  mouseTiltStrength = 0.01,
  horizontalBeamOffset = 0.1,
  verticalBeamOffset = 0.0,
  flowSpeed = 0.35,
  verticalSizing = 2.0,
  horizontalSizing = 0.5,
  fogIntensity = 0.45,
  fogScale = 0.3,
  wispSpeed = 15.0,
  wispIntensity = 5.0,
  flowStrength = 0.25,
  decay = 1.1,
  falloffStart = 1.2,
  fogFallSpeed = 0.6,
  color = '#FF79C6'
}) => {
  const mountRef = useRef<HTMLDivElement | null>(null);
  const rendererRef = useRef<THREE.WebGLRenderer | null>(null);
  const uniformsRef = useRef<any>(null);
  const hasFadedRef = useRef(false);
  const rectRef = useRef<DOMRect | null>(null);
  const baseDprRef = useRef<number>(1);
  const currentDprRef = useRef<number>(1);
  const lastSizeRef = useRef({ width: 0, height: 0, dpr: 0 });
  const fpsSamplesRef = useRef<number[]>([]);
  const lastFpsCheckRef = useRef<number>(performance.now());
  const emaDtRef = useRef<number>(16.7); // ms
  const pausedRef = useRef<boolean>(false);
  const inViewRef = useRef<boolean>(true);

  const hexToRGB = (hex: string) => {
    let c = hex.trim();
    if (c[0] === '#') c = c.slice(1);
    if (c.length === 3)
      c = c
        .split('')
        .map(x => x + x)
        .join('');
    const n = parseInt(c, 16) || 0xffffff;
    return { r: ((n >> 16) & 255) / 255, g: ((n >> 8) & 255) / 255, b: (n & 255) / 255 };
  };

  useEffect(() => {
    const mount = mountRef.current!;
    const renderer = new THREE.WebGLRenderer({
      antialias: false,
      alpha: false,
      depth: false,
      stencil: false,
      powerPreference: 'high-performance',
      premultipliedAlpha: false,
      preserveDrawingBuffer: false,
      failIfMajorPerformanceCaveat: false,
      logarithmicDepthBuffer: false
    });
    rendererRef.current = renderer;
    baseDprRef.current = Math.min(dpr ?? (window.devicePixelRatio || 1), 2);
    currentDprRef.current = baseDprRef.current;
    renderer.setPixelRatio(currentDprRef.current);
    renderer.shadowMap.enabled = false;
    renderer.outputColorSpace = THREE.SRGBColorSpace;
    renderer.setClearColor(0x000000, 1);
    const canvas = renderer.domElement;
    canvas.style.width = '100%';
    canvas.style.height = '100%';
    canvas.style.display = 'block';
    mount.appendChild(canvas);

    const scene = new THREE.Scene();
    const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
    const geometry = new THREE.BufferGeometry();
    geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]), 3));

    const uniforms = {
      iTime: { value: 0 },
      iResolution: { value: new THREE.Vector3(1, 1, 1) },
      iMouse: { value: new THREE.Vector4(0, 0, 0, 0) },
      uWispDensity: { value: wispDensity },
      uTiltScale: { value: mouseTiltStrength },
      uFlowTime: { value: 0 },
      uFogTime: { value: 0 },
      uBeamXFrac: { value: horizontalBeamOffset },
      uBeamYFrac: { value: verticalBeamOffset },
      uFlowSpeed: { value: flowSpeed },
      uVLenFactor: { value: verticalSizing },
      uHLenFactor: { value: horizontalSizing },
      uFogIntensity: { value: fogIntensity },
      uFogScale: { value: fogScale },
      uWSpeed: { value: wispSpeed },
      uWIntensity: { value: wispIntensity },
      uFlowStrength: { value: flowStrength },
      uDecay: { value: decay },
      uFalloffStart: { value: falloffStart },
      uFogFallSpeed: { value: fogFallSpeed },
      uColor: { value: new THREE.Vector3(1, 1, 1) },
      uFade: { value: hasFadedRef.current ? 1 : 0 }
    };
    uniformsRef.current = uniforms;

    const material = new THREE.RawShaderMaterial({
      vertexShader: VERT,
      fragmentShader: FRAG,
      uniforms,
      transparent: false,
      depthTest: false,
      depthWrite: false,
      blending: THREE.NormalBlending
    });

    const mesh = new THREE.Mesh(geometry, material);
    mesh.frustumCulled = false;
    scene.add(mesh);

    const clock = new THREE.Clock();
    let prevTime = 0;
    let fade = hasFadedRef.current ? 1 : 0;
    const mouseTarget = new THREE.Vector2(0, 0);
    const mouseSmooth = new THREE.Vector2(0, 0);

    const setSizeNow = () => {
      const w = mount.clientWidth || 1;
      const h = mount.clientHeight || 1;
      const pr = currentDprRef.current;
      const last = lastSizeRef.current;
      const sizeChanged = Math.abs(w - last.width) > 0.5 || Math.abs(h - last.height) > 0.5;
      const dprChanged = Math.abs(pr - last.dpr) > 0.01;
      if (!sizeChanged && !dprChanged) {
        return;
      }
      lastSizeRef.current = { width: w, height: h, dpr: pr };
      renderer.setPixelRatio(pr);
      renderer.setSize(w, h, false);
      uniforms.iResolution.value.set(w * pr, h * pr, pr);
      rectRef.current = canvas.getBoundingClientRect();
      if (!pausedRef.current) {
        renderer.render(scene, camera);
      }
    };

    let resizeRaf = 0;
    const scheduleResize = () => {
      if (resizeRaf) cancelAnimationFrame(resizeRaf);
      resizeRaf = requestAnimationFrame(setSizeNow);
    };

    setSizeNow();
    
    // NOTE: We use window resize listener instead of ResizeObserver/IntersectionObserver
    // to avoid cross-origin "SecurityError" issues with certain browser extensions (like Loom)
    // that interfere with iframe observation.
    window.addEventListener('resize', scheduleResize);

    // Always consider in view to avoid IO security errors
    inViewRef.current = true;

    const onVis = () => {
      pausedRef.current = document.hidden;
    };
    document.addEventListener('visibilitychange', onVis, { passive: true });

    const updateMouse = (clientX: number, clientY: number) => {
      const rect = rectRef.current;
      if (!rect) return;
      const x = clientX - rect.left;
      const y = clientY - rect.top;
      const ratio = currentDprRef.current;
      const hb = rect.height * ratio;
      mouseTarget.set(x * ratio, hb - y * ratio);
    };

    const onMove = (ev: PointerEvent | MouseEvent) => updateMouse(ev.clientX, ev.clientY);
    const onLeave = () => mouseTarget.set(0, 0);

    canvas.addEventListener('pointermove', onMove as any, { passive: true });
    canvas.addEventListener('pointerdown', onMove as any, { passive: true });
    canvas.addEventListener('pointerenter', onMove as any, { passive: true });
    canvas.addEventListener('pointerleave', onLeave as any, { passive: true });

    const onCtxLost = (e: Event) => {
      e.preventDefault();
      pausedRef.current = true;
    };

    const onCtxRestored = () => {
      pausedRef.current = false;
      scheduleResize();
    };

    canvas.addEventListener('webglcontextlost', onCtxLost, false);
    canvas.addEventListener('webglcontextrestored', onCtxRestored, false);

    let raf = 0;
    const clamp = (v: number, lo: number, hi: number) => Math.max(lo, Math.min(hi, v));
    const dprFloor = 0.6;
    const lowerThresh = 50;
    const upperThresh = 58;
    let lastDprChangeRef = 0;
    const dprChangeCooldown = 2000;

    const adjustDprIfNeeded = (now: number) => {
      const elapsed = now - lastFpsCheckRef.current;
      if (elapsed < 750) return;
      const samples = fpsSamplesRef.current;
      if (samples.length === 0) {
        lastFpsCheckRef.current = now;
        return;
      }
      const avgFps = samples.reduce((a, b) => a + b, 0) / samples.length;
      let next = currentDprRef.current;
      const base = baseDprRef.current;
      if (avgFps < lowerThresh) {
        next = clamp(currentDprRef.current * 0.85, dprFloor, base);
      } else if (avgFps > upperThresh && currentDprRef.current < base) {
        next = clamp(currentDprRef.current * 1.1, dprFloor, base);
      }
      if (Math.abs(next - currentDprRef.current) > 0.01 && now - lastDprChangeRef > dprChangeCooldown) {
        currentDprRef.current = next;
        lastDprChangeRef = now;
        setSizeNow();
      }
      fpsSamplesRef.current = [];
      lastFpsCheckRef.current = now;
    };

    const animate = () => {
      raf = requestAnimationFrame(animate);
      if (pausedRef.current || !inViewRef.current) return;
      const t = clock.getElapsedTime();
      const dt = Math.max(0, t - prevTime);
      prevTime = t;
      const dtMs = dt * 1000;
      emaDtRef.current = emaDtRef.current * 0.9 + dtMs * 0.1;
      const instFps = 1000 / Math.max(1, emaDtRef.current);
      fpsSamplesRef.current.push(instFps);

      uniforms.iTime.value = t;
      const cdt = Math.min(0.033, Math.max(0.001, dt));
      (uniforms.uFlowTime.value as number) += cdt;
      (uniforms.uFogTime.value as number) += cdt;

      if (!hasFadedRef.current) {
        const fadeDur = 1.0;
        fade = Math.min(1, fade + cdt / fadeDur);
        uniforms.uFade.value = fade;
        if (fade >= 1) hasFadedRef.current = true;
      }

      const tau = Math.max(1e-3, mouseSmoothTime);
      const alpha = 1 - Math.exp(-cdt / tau);
      mouseSmooth.lerp(mouseTarget, alpha);
      uniforms.iMouse.value.set(mouseSmooth.x, mouseSmooth.y, 0, 0);

      renderer.render(scene, camera);
      adjustDprIfNeeded(performance.now());
    };

    animate();

    return () => {
      cancelAnimationFrame(raf);
      window.removeEventListener('resize', scheduleResize);
      document.removeEventListener('visibilitychange', onVis);
      canvas.removeEventListener('pointermove', onMove as any);
      canvas.removeEventListener('pointerdown', onMove as any);
      canvas.removeEventListener('pointerenter', onMove as any);
      canvas.removeEventListener('pointerleave', onLeave as any);
      canvas.removeEventListener('webglcontextlost', onCtxLost);
      canvas.removeEventListener('webglcontextrestored', onCtxRestored);
      geometry.dispose();
      material.dispose();
      renderer.dispose();
      if (mount.contains(canvas)) mount.removeChild(canvas);
    };
    // eslint-disable-next-line react-hooks/exhaustive-deps
  }, [dpr]);

  useEffect(() => {
    const uniforms = uniformsRef.current;
    if (!uniforms) return;
    uniforms.uWispDensity.value = wispDensity;
    uniforms.uTiltScale.value = mouseTiltStrength;
    uniforms.uBeamXFrac.value = horizontalBeamOffset;
    uniforms.uBeamYFrac.value = verticalBeamOffset;
    uniforms.uFlowSpeed.value = flowSpeed;
    uniforms.uVLenFactor.value = verticalSizing;
    uniforms.uHLenFactor.value = horizontalSizing;
    uniforms.uFogIntensity.value = fogIntensity;
    uniforms.uFogScale.value = fogScale;
    uniforms.uWSpeed.value = wispSpeed;
    uniforms.uWIntensity.value = wispIntensity;
    uniforms.uFlowStrength.value = flowStrength;
    uniforms.uDecay.value = decay;
    uniforms.uFalloffStart.value = falloffStart;
    uniforms.uFogFallSpeed.value = fogFallSpeed;
    const { r, g, b } = hexToRGB(color || '#FFFFFF');
    uniforms.uColor.value.set(r, g, b);
  }, [
    wispDensity,
    mouseTiltStrength,
    horizontalBeamOffset,
    verticalBeamOffset,
    flowSpeed,
    verticalSizing,
    horizontalSizing,
    fogIntensity,
    fogScale,
    wispSpeed,
    wispIntensity,
    flowStrength,
    decay,
    falloffStart,
    fogFallSpeed,
    color
  ]);

  return <div ref={mountRef} className={`w-full h-full relative ${className || ''}`} style={style} />;
};

export default LaserFlow;
~~~

Implementation Guidelines

1. Analyze the component structure, styling, animation implementations
2. Review the component's arguments and state
3. Think through what is the best place to adopt this component/style into the design we are doing
4. Then adopt the component/design to our current system

Help me integrate this into my design
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