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Плазменный фон WebGL: анимированный, интерактивный, с настройкой цвета и скорости. Идеально для минималистичных сайтов.
# Plasma Background
You are given a task to integrate an existing React component in the codebase
~~~/README.md
# Plasma Showcase
A mesmerizing, high-performance plasma background effect built with React and WebGL (via OGL). This component creates a fluid, organic motion pattern that is highly customizable and responsive to mouse interaction.
## Dependencies
- `ogl`: ^1.0.11
- `framer-motion`: ^11.11.11
- `lucide-react`: ^0.454.0
## Props
| Prop | Type | Default | Description |
|------|------|---------|-------------|
| `color` | `string` | `"#ffffff"` | Hex color used to tint the plasma effect. |
| `speed` | `number` | `1` | Multiplier for animation speed. |
| `direction` | `'forward' \| 'reverse' \| 'pingpong'` | `'forward'` | Controls the temporal flow of the animation. |
| `scale` | `number` | `1` | Zoom level of the plasma patterns. |
| `opacity` | `number` | `1` | Global transparency of the rendered output. |
| `mouseInteractive` | `boolean` | `true` | Enables subtle parallax distortion based on mouse position. |
## Usage
```tsx
import { Plasma } from '@/sd-components/f6c4c92e-8c58-4d24-bca2-b50e4c917a8e';
function MyView() {
return (
<div style={{ width: '100%', height: '600px' }}>
<Plasma
color="#ff6b35"
speed={0.6}
mouseInteractive={true}
/>
</div>
);
}
```
~~~
~~~/src/App.tsx
/**
* Demo for Plasma component.
* Showcases a single mesmerizing instance of the Plasma effect in a minimalist container.
*/
import React from 'react';
import { Plasma } from './Component';
import { RefreshCcw } from 'lucide-react';
import { motion } from 'framer-motion';
export default function App() {
const [key, setKey] = React.useState(0);
return (
<div className="min-h-screen w-full bg-[#1A1A1B] flex items-center justify-center p-20">
<motion.div
initial={{ opacity: 0, scale: 0.95 }}
animate={{ opacity: 1, scale: 1 }}
transition={{ duration: 0.6, ease: [0.22, 1, 0.36, 1] }}
className="relative w-full max-w-4xl aspect-video rounded-[32px] overflow-hidden shadow-[0_40px_100px_rgba(0,0,0,0.3)] bg-black border border-white/5 group"
>
<Plasma
key={key}
color="#ff6b35"
speed={0.6}
direction="forward"
scale={1.1}
opacity={0.8}
mouseInteractive={true}
/>
{/* Title Overlay */}
<div className="absolute inset-0 flex flex-col items-center justify-center pointer-events-none">
<motion.h1
initial={{ opacity: 0, y: 10 }}
animate={{ opacity: 1, y: 0 }}
transition={{ delay: 0.4, duration: 0.6 }}
className="text-white text-3xl font-medium tracking-tight mb-2"
>
Plasma Animation
</motion.h1>
<motion.p
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ delay: 0.6, duration: 0.6 }}
className="text-white/40 text-sm font-normal"
>
High-performance WebGL Fluidity
</motion.p>
</div>
{/* Reply/Reset Button */}
<motion.button
whileHover={{ scale: 1.1 }}
whileTap={{ scale: 0.9 }}
onClick={() => setKey(prev => prev + 1)}
className="absolute bottom-8 right-8 w-12 h-12 bg-white/10 backdrop-blur-md rounded-full flex items-center justify-center shadow-lg border border-white/10 transition-colors hover:bg-white/20 pointer-events-auto"
>
<RefreshCcw className="w-5 h-5 text-white" />
</motion.button>
</motion.div>
</div>
);
}
~~~
~~~/package.json
{
"name": "plasma-showcase",
"description": "A mesmerizing, high-performance plasma background effect using OGL.",
"dependencies": {
"react": "^18.2.0",
"react-dom": "^18.2.0",
"ogl": "^1.0.11",
"lucide-react": "^0.454.0",
"framer-motion": "^11.11.11"
}
}
~~~
~~~/src/Component.tsx
/**
* Plasma Background Component
* A high-performance WebGL shader effect using OGL.
* Features customizable colors, speed, scale, and interactivity.
*/
import React, { useEffect, useRef } from 'react';
import { Renderer, Program, Mesh, Triangle } from 'ogl';
export interface PlasmaProps {
/** Accent color for the plasma effect. Defaults to #ffffff. */
color?: string;
/** Speed of the animation loop. Defaults to 1. */
speed?: number;
/** Direction of the flow. Defaults to 'forward'. */
direction?: 'forward' | 'reverse' | 'pingpong';
/** Scale factor for the shader patterns. Defaults to 1. */
scale?: number;
/** Overall opacity of the effect. Defaults to 1. */
opacity?: number;
/** Whether the effect responds to mouse movement. Defaults to true. */
mouseInteractive?: boolean;
}
const hexToRgb = (hex: string): [number, number, number] => {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
if (!result) return [1, 0.5, 0.2];
return [parseInt(result[1], 16) / 255, parseInt(result[2], 16) / 255, parseInt(result[3], 16) / 255];
};
const vertex = `#version 300 es
precision highp float;
in vec2 position;
in vec2 uv;
out vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragment = `#version 300 es
precision highp float;
uniform vec2 iResolution;
uniform float iTime;
uniform vec3 uCustomColor;
uniform float uUseCustomColor;
uniform float uSpeed;
uniform float uDirection;
uniform float uScale;
uniform float uOpacity;
uniform vec2 uMouse;
uniform float uMouseInteractive;
out vec4 fragColor;
void mainImage(out vec4 o, vec2 C) {
vec2 center = iResolution.xy * 0.5;
C = (C - center) / uScale + center;
vec2 mouseOffset = (uMouse - center) * 0.0002;
C += mouseOffset * length(C - center) * step(0.5, uMouseInteractive);
float i, d, z, T = iTime * uSpeed * uDirection;
vec3 O, p, S;
for (vec2 r = iResolution.xy, Q; ++i < 60.; O += o.w/d*o.xyz) {
p = z*normalize(vec3(C-.5*r,r.y));
p.z -= 4.;
S = p;
d = p.y-T;
p.x += .4*(1.+p.y)*sin(d + p.x*0.1)*cos(.34*d + p.x*0.05);
Q = p.xz *= mat2(cos(p.y+vec4(0,11,33,0)-T));
z+= d = abs(sqrt(length(Q*Q)) - .25*(5.+S.y))/3.+8e-4;
o = 1.+sin(S.y+p.z*.5+S.z-length(S-p)+vec4(2,1,0,8));
}
o.xyz = tanh(O/1e4);
}
bool finite1(float x){ return !(isnan(x) || isinf(x)); }
vec3 sanitize(vec3 c){
return vec3(
finite1(c.r) ? c.r : 0.0,
finite1(c.g) ? c.g : 0.0,
finite1(c.b) ? c.b : 0.0
);
}
void main() {
vec4 o = vec4(0.0);
mainImage(o, gl_FragCoord.xy);
vec3 rgb = sanitize(o.rgb);
float intensity = (rgb.r + rgb.g + rgb.b) / 3.0;
vec3 customColor = intensity * uCustomColor;
vec3 finalColor = mix(rgb, customColor, step(0.5, uUseCustomColor));
float alpha = length(rgb) * uOpacity;
fragColor = vec4(finalColor, alpha);
}`;
export const Plasma: React.FC<PlasmaProps> = ({
color = '#ffffff',
speed = 1,
direction = 'forward',
scale = 1,
opacity = 1,
mouseInteractive = true
}) => {
const containerRef = useRef<HTMLDivElement | null>(null);
const mousePos = useRef({ x: 0, y: 0 });
useEffect(() => {
if (!containerRef.current) return;
const useCustomColor = color ? 1.0 : 0.0;
const customColorRgb = color ? hexToRgb(color) : [1, 1, 1];
const directionMultiplier = direction === 'reverse' ? -1.0 : 1.0;
const renderer = new Renderer({
webgl: 2,
alpha: true,
antialias: false,
dpr: Math.min(window.devicePixelRatio || 1, 2)
});
const gl = renderer.gl;
const canvas = gl.canvas as HTMLCanvasElement;
canvas.style.display = 'block';
canvas.style.width = '100%';
canvas.style.height = '100%';
containerRef.current.appendChild(canvas);
const geometry = new Triangle(gl);
const program = new Program(gl, {
vertex: vertex,
fragment: fragment,
uniforms: {
iTime: { value: 0 },
iResolution: { value: new Float32Array([1, 1]) },
uCustomColor: { value: new Float32Array(customColorRgb) },
uUseCustomColor: { value: useCustomColor },
uSpeed: { value: speed * 0.4 },
uDirection: { value: directionMultiplier },
uScale: { value: scale },
uOpacity: { value: opacity },
uMouse: { value: new Float32Array([0, 0]) },
uMouseInteractive: { value: mouseInteractive ? 1.0 : 0.0 }
}
});
const mesh = new Mesh(gl, { geometry, program });
const handleMouseMove = (e: MouseEvent) => {
if (!mouseInteractive || !containerRef.current) return;
const rect = containerRef.current.getBoundingClientRect();
mousePos.current.x = e.clientX - rect.left;
mousePos.current.y = e.clientY - rect.top;
const mouseUniform = program.uniforms.uMouse.value as Float32Array;
mouseUniform[0] = mousePos.current.x;
mouseUniform[1] = mousePos.current.y;
};
if (mouseInteractive) {
containerRef.current.addEventListener('mousemove', handleMouseMove);
}
const setSize = () => {
if (!containerRef.current) return;
const rect = containerRef.current.getBoundingClientRect();
const width = Math.max(1, Math.floor(rect.width));
const height = Math.max(1, Math.floor(rect.height));
renderer.setSize(width, height);
const res = program.uniforms.iResolution.value as Float32Array;
res[0] = gl.drawingBufferWidth;
res[1] = gl.drawingBufferHeight;
};
const ro = new ResizeObserver(setSize);
ro.observe(containerRef.current);
setSize();
let raf = 0;
const t0 = performance.now();
const loop = (t: number) => {
let timeValue = (t - t0) * 0.001;
if (direction === 'pingpong') {
const pingpongDuration = 10;
const segmentTime = timeValue % (pingpongDuration * 2);
const pingpongTime = segmentTime > pingpongDuration
? (pingpongDuration * 2 - segmentTime)
: segmentTime;
(program.uniforms.iTime as any).value = pingpongTime;
} else {
(program.uniforms.iTime as any).value = timeValue;
}
renderer.render({ scene: mesh });
raf = requestAnimationFrame(loop);
};
raf = requestAnimationFrame(loop);
return () => {
cancelAnimationFrame(raf);
ro.disconnect();
if (mouseInteractive && containerRef.current) {
containerRef.current.removeEventListener('mousemove', handleMouseMove);
}
try {
if (containerRef.current && canvas.parentNode === containerRef.current) {
containerRef.current.removeChild(canvas);
}
} catch (err) {
console.warn('Plasma cleanup failed:', err);
}
};
}, [color, speed, direction, scale, opacity, mouseInteractive]);
return <div ref={containerRef} className="w-full h-full relative overflow-hidden" />;
};
export default Plasma;
~~~
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