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2026-10-03 20:07:49 +02:00
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<script setup lang="ts">
import { hexToRgbTuple } from '@/lib/color'
// Portiert aus Vue Bits (DavidHDev/vue-bits), vereinfacht auf color-Prop
const props = withDefaults(defineProps<{ color?: string }>(), {
color: '#6366f1',
})
const VERT = `
attribute vec2 uv;
attribute vec2 position;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`
const FRAG = `
precision highp float;
uniform float uTime;
uniform float uSpeed;
uniform float uScale;
uniform float uBrightness;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform float uNoiseFreq;
uniform float uNoiseAmp;
uniform float uBandHeight;
uniform float uBandSpread;
uniform float uOctaveDecay;
uniform float uLayerOffset;
uniform float uColorSpeed;
uniform vec2 uMouse;
uniform float uMouseInfluence;
uniform vec2 uCardRes;
uniform float uRadius;
#define TAU 6.28318
vec3 gradientHash(vec3 p) {
p = vec3(
dot(p, vec3(127.1, 311.7, 234.6)),
dot(p, vec3(269.5, 183.3, 198.3)),
dot(p, vec3(169.5, 283.3, 156.9))
);
vec3 h = fract(sin(p) * 43758.5453123);
float phi = acos(2.0 * h.x - 1.0);
float theta = TAU * h.y;
return vec3(cos(theta) * sin(phi), sin(theta) * cos(phi), cos(phi));
}
float quinticSmooth(float t) {
float t2 = t * t;
float t3 = t * t2;
return 6.0 * t3 * t2 - 15.0 * t2 * t2 + 10.0 * t3;
}
vec3 cosineGradient(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
return a + b * cos(TAU * (c * t + d));
}
float perlin3D(float amplitude, float frequency, float px, float py, float pz) {
float x = px * frequency;
float y = py * frequency;
float fx = floor(x); float fy = floor(y); float fz = floor(pz);
float cx = ceil(x); float cy = ceil(y); float cz = ceil(pz);
vec3 g000 = gradientHash(vec3(fx, fy, fz));
vec3 g100 = gradientHash(vec3(cx, fy, fz));
vec3 g010 = gradientHash(vec3(fx, cy, fz));
vec3 g110 = gradientHash(vec3(cx, cy, fz));
vec3 g001 = gradientHash(vec3(fx, fy, cz));
vec3 g101 = gradientHash(vec3(cx, fy, cz));
vec3 g011 = gradientHash(vec3(fx, cy, cz));
vec3 g111 = gradientHash(vec3(cx, cy, cz));
float d000 = dot(g000, vec3(x - fx, y - fy, pz - fz));
float d100 = dot(g100, vec3(x - cx, y - fy, pz - fz));
float d010 = dot(g010, vec3(x - fx, y - cy, pz - fz));
float d110 = dot(g110, vec3(x - cx, y - cy, pz - fz));
float d001 = dot(g001, vec3(x - fx, y - fy, pz - cz));
float d101 = dot(g101, vec3(x - cx, y - fy, pz - cz));
float d011 = dot(g011, vec3(x - fx, y - cy, pz - cz));
float d111 = dot(g111, vec3(x - cx, y - cy, pz - cz));
float sx = quinticSmooth(x - fx);
float sy = quinticSmooth(y - fy);
float sz = quinticSmooth(pz - fz);
float lx00 = mix(d000, d100, sx);
float lx10 = mix(d010, d110, sx);
float lx01 = mix(d001, d101, sx);
float lx11 = mix(d011, d111, sx);
float ly0 = mix(lx00, lx10, sy);
float ly1 = mix(lx01, lx11, sy);
return amplitude * mix(ly0, ly1, sz);
}
float auroraGlow(float t, vec2 shift) {
// Pixelkonsistent: Referenzhöhe 180px — die Noise-/Band-Struktur behält
// in flachen Containern ihre reale Größe statt zu stauchen
vec2 uv = gl_FragCoord.xy / 180.0;
uv += shift;
float noiseVal = 0.0;
float freq = uNoiseFreq;
float amp = uNoiseAmp;
vec2 samplePos = uv * uScale;
for (float i = 0.0; i < 3.0; i += 1.0) {
noiseVal += perlin3D(amp, freq, samplePos.x, samplePos.y, t);
amp *= uOctaveDecay;
freq *= 2.0;
}
float yBand = uv.y * 10.0 - uBandHeight * 10.0;
return 0.3 * max(exp(uBandSpread * (1.0 - 1.1 * abs(noiseVal + yBand))), 0.0);
}
float cardMask(vec2 fc) {
vec2 p = fc - uCardRes * 0.5;
vec2 hb = uCardRes * 0.5 - vec2(uRadius);
float rd = length(max(abs(p) - hb, 0.0)) - uRadius;
return 1.0 - smoothstep(-0.75, 0.75, rd);
}
void main() {
vec2 uv = gl_FragCoord.xy / uCardRes.xy;
float t = uSpeed * 0.4 * uTime;
vec2 shift = (uMouse - 0.5) * uMouseInfluence;
vec3 col = vec3(0.0);
col += 0.99 * auroraGlow(t, shift) * cosineGradient(uv.x + uTime * uSpeed * 0.2 * uColorSpeed, vec3(0.5), vec3(0.5), vec3(1.0), vec3(0.3, 0.20, 0.20)) * uColor1;
col += 0.99 * auroraGlow(t + uLayerOffset, shift) * cosineGradient(uv.x + uTime * uSpeed * 0.1 * uColorSpeed, vec3(0.5), vec3(0.5), vec3(2.0, 1.0, 0.0), vec3(0.5, 0.20, 0.25)) * uColor2;
col *= uBrightness;
float alpha = clamp(length(col), 0.0, 1.0) * cardMask(gl_FragCoord.xy);
gl_FragColor = vec4(col * alpha, alpha);
}
`
const ctnDom = ref<HTMLDivElement | null>(null)
useCardShader(ctnDom, {
vertex: VERT,
fragment: FRAG,
mouse: true,
uniforms: {
uTime: { value: 0 },
uSpeed: { value: 0.6 },
uScale: { value: 1.5 },
uBrightness: { value: 1.0 },
uColor1: { value: new Float32Array([0.97, 0.97, 0.97]) },
uColor2: { value: new Float32Array(hexToRgbTuple(props.color)) },
uNoiseFreq: { value: 2.5 },
uNoiseAmp: { value: 1.0 },
uBandHeight: { value: 0.5 },
uBandSpread: { value: 1.0 },
uOctaveDecay: { value: 0.1 },
uLayerOffset: { value: 0 },
uColorSpeed: { value: 1.0 },
uMouse: { value: new Float32Array([0.5, 0.5]) },
uMouseInfluence: { value: 0.25 },
},
color: () => props.color,
colorUniforms: { uColor2: 0 },
frame: ({ t, program, mouse }) => {
const u = program.uniforms
u.uTime.value = t * 0.001
const m = u.uMouse.value as Float32Array
m[0] = mouse.x
m[1] = mouse.y
},
})
</script>
<template>
<div ref="ctnDom" class="relative size-full overflow-hidden rounded-[inherit]" />
</template>