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2026-10-03 20:07:49 +02:00
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<script setup lang="ts">
import { Camera, Geometry, Mesh, Program, Renderer } from 'ogl'
import { hexToRgbTuple, shadeHex } from '@/lib/color'
// Portiert aus Vue Bits (DavidHDev/vue-bits), vereinfacht auf color-Prop
const props = withDefaults(defineProps<{ color?: string }>(), {
color: '#6366f1',
})
const containerRef = useTemplateRef<HTMLDivElement>('containerRef')
const vertex = /* glsl */ `
attribute vec3 position;
attribute vec4 random;
attribute vec3 color;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform float uTime;
uniform float uSpread;
uniform float uBaseSize;
uniform float uSizeRandomness;
varying vec4 vRandom;
varying vec3 vColor;
void main() {
vRandom = random;
vColor = color;
vec3 pos = position * uSpread;
pos.z *= 10.0;
vec4 mPos = modelMatrix * vec4(pos, 1.0);
float t = uTime;
mPos.x += sin(t * random.z + 6.28 * random.w) * mix(0.1, 1.5, random.x);
mPos.y += sin(t * random.y + 6.28 * random.x) * mix(0.1, 1.5, random.w);
mPos.z += sin(t * random.w + 6.28 * random.y) * mix(0.1, 1.5, random.z);
vec4 mvPos = viewMatrix * mPos;
gl_PointSize = (uBaseSize * (1.0 + uSizeRandomness * (random.x - 0.5))) / length(mvPos.xyz);
gl_Position = projectionMatrix * mvPos;
}
`
const fragment = /* glsl */ `
precision highp float;
uniform float uTime;
uniform vec2 uResolution;
uniform float uRadius;
varying vec4 vRandom;
varying vec3 vColor;
void main() {
vec2 uv = gl_PointCoord.xy;
float d = length(uv - vec2(0.5));
float circle = smoothstep(0.5, 0.4, d) * 0.8;
// Rounded-Rect-Maske im Shader (Compositor-sicher, z. B. Waterfox)
vec2 p = gl_FragCoord.xy - uResolution * 0.5;
vec2 hb = uResolution * 0.5 - vec2(uRadius);
float rd = length(max(abs(p) - hb, 0.0)) - uRadius;
circle *= 1.0 - smoothstep(-0.75, 0.75, rd);
gl_FragColor = vec4(vColor + 0.2 * sin(uv.yxx + uTime + vRandom.y * 6.28), circle);
}
`
let cleanup: (() => void) | null = null
onMounted(() => {
const container = containerRef.value
if (!container) return
const renderer = new Renderer({ dpr: 1, depth: false, alpha: true })
const gl = renderer.gl
// WebGL-Canvas bleibt detached; Anzeige über 2D-Blit-Canvas — siehe EffectAurora
const outCanvas = document.createElement('canvas')
outCanvas.className = 'absolute inset-0 size-full rounded-[inherit]'
const outCtx = outCanvas.getContext('2d')
container.appendChild(outCanvas)
gl.clearColor(0, 0, 0, 0)
const camera = new Camera(gl, { fov: 15 })
camera.position.set(0, 0, 20)
const resize = () => {
renderer.setSize(container.clientWidth, container.clientHeight)
camera.perspective({ aspect: gl.canvas.width / gl.canvas.height })
const res = program.uniforms.uResolution.value as Float32Array
res[0] = gl.drawingBufferWidth
res[1] = gl.drawingBufferHeight
const cssRadius = parseFloat(getComputedStyle(container).borderTopLeftRadius) || 0
program.uniforms.uRadius.value = container.clientWidth > 0
? cssRadius * (gl.drawingBufferWidth / container.clientWidth)
: 0
outCanvas.width = gl.drawingBufferWidth
outCanvas.height = gl.drawingBufferHeight
}
const ro = new ResizeObserver(resize)
const count = 120
const positions = new Float32Array(count * 3)
const randoms = new Float32Array(count * 4)
const colors = new Float32Array(count * 3)
const palette = [props.color, shadeHex(props.color, 0.4), '#ffffff']
for (let i = 0; i < count; i++) {
let x = 0
let y = 0
let z = 0
let len = 0
do {
x = Math.random() * 2 - 1
y = Math.random() * 2 - 1
z = Math.random() * 2 - 1
len = x * x + y * y + z * z
} while (len > 1 || len === 0)
const r = Math.cbrt(Math.random())
positions.set([x * r, y * r, z * r], i * 3)
randoms.set([Math.random(), Math.random(), Math.random(), Math.random()], i * 4)
colors.set(hexToRgbTuple(palette[Math.floor(Math.random() * palette.length)]!), i * 3)
}
const geometry = new Geometry(gl, {
position: { size: 3, data: positions },
random: { size: 4, data: randoms },
color: { size: 3, data: colors },
})
const program = new Program(gl, {
vertex,
fragment,
uniforms: {
uTime: { value: 0 },
uSpread: { value: 10 },
uBaseSize: { value: 100 },
uSizeRandomness: { value: 1 },
uResolution: { value: new Float32Array([1, 1]) },
uRadius: { value: 0 },
},
transparent: true,
depthTest: false,
})
const particles = new Mesh(gl, { mode: gl.POINTS, geometry, program })
// Farbwechsel live übernehmen (Settings-Vorschau)
watch(() => props.color, (c) => {
const p = [c, shadeHex(c, 0.4), '#ffffff']
for (let i = 0; i < count; i++) {
colors.set(hexToRgbTuple(p[Math.floor(Math.random() * p.length)]!), i * 3)
}
geometry.attributes.color!.needsUpdate = true
})
ro.observe(container)
resize()
let animationFrameId = 0
let lastTime = performance.now()
let elapsed = 0
const update = (t: number) => {
animationFrameId = requestAnimationFrame(update)
const delta = t - lastTime
lastTime = t
elapsed += delta * 0.1
program.uniforms.uTime.value = elapsed * 0.001
particles.rotation.x = Math.sin(elapsed * 0.0002) * 0.1
particles.rotation.y = Math.cos(elapsed * 0.0005) * 0.15
particles.rotation.z += 0.001
renderer.render({ scene: particles, camera })
outCtx?.clearRect(0, 0, outCanvas.width, outCanvas.height)
outCtx?.drawImage(gl.canvas, 0, 0, outCanvas.width, outCanvas.height)
}
animationFrameId = requestAnimationFrame(update)
cleanup = () => {
ro.disconnect()
cancelAnimationFrame(animationFrameId)
if (container.contains(outCanvas)) container.removeChild(outCanvas)
gl.getExtension('WEBGL_lose_context')?.loseContext()
}
})
onBeforeUnmount(() => {
cleanup?.()
cleanup = null
})
</script>
<template>
<div ref="containerRef" class="relative size-full overflow-hidden rounded-[inherit]" />
</template>