feat(console): Update /black plan selection, light rays effect. mobile styles (#8731)

Co-authored-by: Github Action <action@github.com>
This commit is contained in:
Aaron Iker
2026-01-15 21:31:50 +01:00
committed by GitHub
parent af2a09940c
commit fe58c649cb
11 changed files with 1698 additions and 400 deletions

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.light-rays-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
overflow: hidden;
}
.light-rays-container canvas {
display: block;
width: 100%;
height: 100%;
}
.light-rays-controls {
position: fixed;
top: 16px;
right: 16px;
z-index: 9999;
font-family: var(--font-mono, monospace);
font-size: 12px;
color: #fff;
}
.light-rays-controls-toggle {
background: rgba(0, 0, 0, 0.8);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
padding: 8px 12px;
color: #fff;
cursor: pointer;
font-family: inherit;
font-size: inherit;
width: 100%;
text-align: left;
}
.light-rays-controls-toggle:hover {
background: rgba(0, 0, 0, 0.9);
border-color: rgba(255, 255, 255, 0.3);
}
.light-rays-controls-panel {
background: rgba(0, 0, 0, 0.85);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
padding: 12px;
margin-top: 4px;
display: flex;
flex-direction: column;
gap: 10px;
min-width: 240px;
max-height: calc(100vh - 100px);
overflow-y: auto;
backdrop-filter: blur(8px);
}
.control-group {
display: flex;
flex-direction: column;
gap: 4px;
}
.control-group label {
color: rgba(255, 255, 255, 0.7);
font-size: 11px;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.control-group.checkbox {
flex-direction: row;
align-items: center;
}
.control-group.checkbox label {
display: flex;
align-items: center;
gap: 8px;
cursor: pointer;
text-transform: none;
}
.control-group input[type="range"] {
-webkit-appearance: none;
appearance: none;
width: 100%;
height: 4px;
background: rgba(255, 255, 255, 0.2);
border-radius: 2px;
outline: none;
}
.control-group input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 14px;
height: 14px;
background: #fff;
border-radius: 50%;
cursor: pointer;
transition: transform 0.1s;
}
.control-group input[type="range"]::-webkit-slider-thumb:hover {
transform: scale(1.1);
}
.control-group input[type="range"]::-moz-range-thumb {
width: 14px;
height: 14px;
background: #fff;
border-radius: 50%;
cursor: pointer;
border: none;
}
.control-group input[type="color"] {
-webkit-appearance: none;
appearance: none;
width: 100%;
height: 32px;
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
background: transparent;
cursor: pointer;
padding: 2px;
}
.control-group input[type="color"]::-webkit-color-swatch-wrapper {
padding: 0;
}
.control-group input[type="color"]::-webkit-color-swatch {
border: none;
border-radius: 2px;
}
.control-group select {
background: rgba(255, 255, 255, 0.1);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
padding: 6px 8px;
color: #fff;
font-family: inherit;
font-size: inherit;
cursor: pointer;
outline: none;
}
.control-group select:hover {
border-color: rgba(255, 255, 255, 0.3);
}
.control-group select option {
background: #1a1a1a;
color: #fff;
}
.control-group input[type="checkbox"] {
width: 16px;
height: 16px;
accent-color: #fff;
cursor: pointer;
}
.reset-button {
background: rgba(255, 255, 255, 0.1);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
padding: 8px 12px;
color: rgba(255, 255, 255, 0.7);
cursor: pointer;
font-family: inherit;
font-size: inherit;
margin-top: 4px;
transition: all 0.15s;
}
.reset-button:hover {
background: rgba(255, 255, 255, 0.15);
border-color: rgba(255, 255, 255, 0.3);
color: #fff;
}

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import { createSignal, createEffect, onMount, onCleanup, Show, For, Accessor, Setter } from "solid-js"
import "./light-rays.css"
export type RaysOrigin =
| "top-center"
| "top-left"
| "top-right"
| "right"
| "left"
| "bottom-center"
| "bottom-right"
| "bottom-left"
export interface LightRaysConfig {
raysOrigin: RaysOrigin
raysColor: string
raysSpeed: number
lightSpread: number
rayLength: number
sourceWidth: number
pulsating: boolean
pulsatingMin: number
pulsatingMax: number
fadeDistance: number
saturation: number
followMouse: boolean
mouseInfluence: number
noiseAmount: number
distortion: number
opacity: number
}
export const defaultConfig: LightRaysConfig = {
raysOrigin: "top-center",
raysColor: "#ffffff",
raysSpeed: 1.0,
lightSpread: 1.15,
rayLength: 4.0,
sourceWidth: 0.1,
pulsating: true,
pulsatingMin: 0.9,
pulsatingMax: 1.0,
fadeDistance: 1.15,
saturation: 0.325,
followMouse: false,
mouseInfluence: 0.05,
noiseAmount: 0.5,
distortion: 0.0,
opacity: 0.35,
}
export interface LightRaysAnimationState {
time: number
intensity: number
pulseValue: number
}
interface LightRaysProps {
config: Accessor<LightRaysConfig>
class?: string
onAnimationFrame?: (state: LightRaysAnimationState) => void
}
const hexToRgb = (hex: string): [number, number, number] => {
const m = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
return m ? [parseInt(m[1], 16) / 255, parseInt(m[2], 16) / 255, parseInt(m[3], 16) / 255] : [1, 1, 1]
}
const getAnchorAndDir = (
origin: RaysOrigin,
w: number,
h: number,
): { anchor: [number, number]; dir: [number, number] } => {
const outside = 0.2
switch (origin) {
case "top-left":
return { anchor: [0, -outside * h], dir: [0, 1] }
case "top-right":
return { anchor: [w, -outside * h], dir: [0, 1] }
case "left":
return { anchor: [-outside * w, 0.5 * h], dir: [1, 0] }
case "right":
return { anchor: [(1 + outside) * w, 0.5 * h], dir: [-1, 0] }
case "bottom-left":
return { anchor: [0, (1 + outside) * h], dir: [0, -1] }
case "bottom-center":
return { anchor: [0.5 * w, (1 + outside) * h], dir: [0, -1] }
case "bottom-right":
return { anchor: [w, (1 + outside) * h], dir: [0, -1] }
default: // "top-center"
return { anchor: [0.5 * w, -outside * h], dir: [0, 1] }
}
}
interface UniformData {
iTime: number
iResolution: [number, number]
rayPos: [number, number]
rayDir: [number, number]
raysColor: [number, number, number]
raysSpeed: number
lightSpread: number
rayLength: number
sourceWidth: number
pulsating: number
pulsatingMin: number
pulsatingMax: number
fadeDistance: number
saturation: number
mousePos: [number, number]
mouseInfluence: number
noiseAmount: number
distortion: number
}
const WGSL_SHADER = `
struct Uniforms {
iTime: f32,
_pad0: f32,
iResolution: vec2<f32>,
rayPos: vec2<f32>,
rayDir: vec2<f32>,
raysColor: vec3<f32>,
raysSpeed: f32,
lightSpread: f32,
rayLength: f32,
sourceWidth: f32,
pulsating: f32,
pulsatingMin: f32,
pulsatingMax: f32,
fadeDistance: f32,
saturation: f32,
mousePos: vec2<f32>,
mouseInfluence: f32,
noiseAmount: f32,
distortion: f32,
_pad1: f32,
_pad2: f32,
_pad3: f32,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) vUv: vec2<f32>,
};
@vertex
fn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
var positions = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0)
);
var output: VertexOutput;
let pos = positions[vertexIndex];
output.position = vec4<f32>(pos, 0.0, 1.0);
output.vUv = pos * 0.5 + 0.5;
return output;
}
fn noise(st: vec2<f32>) -> f32 {
return fract(sin(dot(st, vec2<f32>(12.9898, 78.233))) * 43758.5453123);
}
fn rayStrength(raySource: vec2<f32>, rayRefDirection: vec2<f32>, coord: vec2<f32>,
seedA: f32, seedB: f32, speed: f32) -> f32 {
let sourceToCoord = coord - raySource;
let dirNorm = normalize(sourceToCoord);
let cosAngle = dot(dirNorm, rayRefDirection);
let distortedAngle = cosAngle + uniforms.distortion * sin(uniforms.iTime * 2.0 + length(sourceToCoord) * 0.01) * 0.2;
let spreadFactor = pow(max(distortedAngle, 0.0), 1.0 / max(uniforms.lightSpread, 0.001));
let distance = length(sourceToCoord);
let maxDistance = uniforms.iResolution.x * uniforms.rayLength;
let lengthFalloff = clamp((maxDistance - distance) / maxDistance, 0.0, 1.0);
let fadeFalloff = clamp((uniforms.iResolution.x * uniforms.fadeDistance - distance) / (uniforms.iResolution.x * uniforms.fadeDistance), 0.5, 1.0);
let pulseCenter = (uniforms.pulsatingMin + uniforms.pulsatingMax) * 0.5;
let pulseAmplitude = (uniforms.pulsatingMax - uniforms.pulsatingMin) * 0.5;
var pulse: f32;
if (uniforms.pulsating > 0.5) {
pulse = pulseCenter + pulseAmplitude * sin(uniforms.iTime * speed * 3.0);
} else {
pulse = 1.0;
}
let baseStrength = clamp(
(0.45 + 0.15 * sin(distortedAngle * seedA + uniforms.iTime * speed)) +
(0.3 + 0.2 * cos(-distortedAngle * seedB + uniforms.iTime * speed)),
0.0, 1.0
);
return baseStrength * lengthFalloff * fadeFalloff * spreadFactor * pulse;
}
@fragment
fn fragmentMain(@builtin(position) fragCoord: vec4<f32>, @location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {
let coord = vec2<f32>(fragCoord.x, fragCoord.y);
let normalizedX = (coord.x / uniforms.iResolution.x) - 0.5;
let widthOffset = -normalizedX * uniforms.sourceWidth * uniforms.iResolution.x;
let perpDir = vec2<f32>(-uniforms.rayDir.y, uniforms.rayDir.x);
let adjustedRayPos = uniforms.rayPos + perpDir * widthOffset;
var finalRayDir = uniforms.rayDir;
if (uniforms.mouseInfluence > 0.0) {
let mouseScreenPos = uniforms.mousePos * uniforms.iResolution;
let mouseDirection = normalize(mouseScreenPos - adjustedRayPos);
finalRayDir = normalize(mix(uniforms.rayDir, mouseDirection, uniforms.mouseInfluence));
}
let rays1 = vec4<f32>(1.0) *
rayStrength(adjustedRayPos, finalRayDir, coord, 36.2214, 21.11349,
1.5 * uniforms.raysSpeed);
let rays2 = vec4<f32>(1.0) *
rayStrength(adjustedRayPos, finalRayDir, coord, 22.3991, 18.0234,
1.1 * uniforms.raysSpeed);
var fragColor = rays1 * 0.5 + rays2 * 0.4;
if (uniforms.noiseAmount > 0.0) {
let n = noise(coord * 0.01 + uniforms.iTime * 0.1);
fragColor = vec4<f32>(fragColor.rgb * (1.0 - uniforms.noiseAmount + uniforms.noiseAmount * n), fragColor.a);
}
let brightness = 1.0 - (coord.y / uniforms.iResolution.y);
fragColor.x = fragColor.x * (0.1 + brightness * 0.8);
fragColor.y = fragColor.y * (0.3 + brightness * 0.6);
fragColor.z = fragColor.z * (0.5 + brightness * 0.5);
if (uniforms.saturation != 1.0) {
let gray = dot(fragColor.rgb, vec3<f32>(0.299, 0.587, 0.114));
fragColor = vec4<f32>(mix(vec3<f32>(gray), fragColor.rgb, uniforms.saturation), fragColor.a);
}
fragColor = vec4<f32>(fragColor.rgb * uniforms.raysColor, fragColor.a);
return fragColor;
}
`
const UNIFORM_BUFFER_SIZE = 96
function createUniformBuffer(data: UniformData): Float32Array {
const buffer = new Float32Array(24)
buffer[0] = data.iTime
buffer[1] = 0
buffer[2] = data.iResolution[0]
buffer[3] = data.iResolution[1]
buffer[4] = data.rayPos[0]
buffer[5] = data.rayPos[1]
buffer[6] = data.rayDir[0]
buffer[7] = data.rayDir[1]
buffer[8] = data.raysColor[0]
buffer[9] = data.raysColor[1]
buffer[10] = data.raysColor[2]
buffer[11] = data.raysSpeed
buffer[12] = data.lightSpread
buffer[13] = data.rayLength
buffer[14] = data.sourceWidth
buffer[15] = data.pulsating
buffer[16] = data.pulsatingMin
buffer[17] = data.pulsatingMax
buffer[18] = data.fadeDistance
buffer[19] = data.saturation
buffer[20] = data.mousePos[0]
buffer[21] = data.mousePos[1]
buffer[22] = data.mouseInfluence
buffer[23] = data.noiseAmount
return buffer
}
const UNIFORM_BUFFER_SIZE_CORRECTED = 112
function createUniformBufferCorrected(data: UniformData): Float32Array {
const buffer = new Float32Array(28)
buffer[0] = data.iTime
buffer[1] = 0
buffer[2] = data.iResolution[0]
buffer[3] = data.iResolution[1]
buffer[4] = data.rayPos[0]
buffer[5] = data.rayPos[1]
buffer[6] = data.rayDir[0]
buffer[7] = data.rayDir[1]
buffer[8] = data.raysColor[0]
buffer[9] = data.raysColor[1]
buffer[10] = data.raysColor[2]
buffer[11] = data.raysSpeed
buffer[12] = data.lightSpread
buffer[13] = data.rayLength
buffer[14] = data.sourceWidth
buffer[15] = data.pulsating
buffer[16] = data.pulsatingMin
buffer[17] = data.pulsatingMax
buffer[18] = data.fadeDistance
buffer[19] = data.saturation
buffer[20] = data.mousePos[0]
buffer[21] = data.mousePos[1]
buffer[22] = data.mouseInfluence
buffer[23] = data.noiseAmount
buffer[24] = data.distortion
buffer[25] = 0
buffer[26] = 0
buffer[27] = 0
return buffer
}
export default function LightRays(props: LightRaysProps) {
let containerRef: HTMLDivElement | undefined
let canvasRef: HTMLCanvasElement | null = null
let deviceRef: GPUDevice | null = null
let contextRef: GPUCanvasContext | null = null
let pipelineRef: GPURenderPipeline | null = null
let uniformBufferRef: GPUBuffer | null = null
let bindGroupRef: GPUBindGroup | null = null
let animationIdRef: number | null = null
let cleanupFunctionRef: (() => void) | null = null
let uniformDataRef: UniformData | null = null
const mouseRef = { x: 0.5, y: 0.5 }
const smoothMouseRef = { x: 0.5, y: 0.5 }
const [isVisible, setIsVisible] = createSignal(false)
onMount(() => {
if (!containerRef) return
const observer = new IntersectionObserver(
(entries) => {
const entry = entries[0]
setIsVisible(entry.isIntersecting)
},
{ threshold: 0.1 },
)
observer.observe(containerRef)
onCleanup(() => {
observer.disconnect()
})
})
createEffect(() => {
const visible = isVisible()
const config = props.config()
if (!visible || !containerRef) {
return
}
if (cleanupFunctionRef) {
cleanupFunctionRef()
cleanupFunctionRef = null
}
const initializeWebGPU = async () => {
if (!containerRef) {
return
}
await new Promise((resolve) => setTimeout(resolve, 10))
if (!containerRef) {
return
}
if (!navigator.gpu) {
console.warn("WebGPU is not supported in this browser")
return
}
const adapter = await navigator.gpu.requestAdapter()
if (!adapter) {
console.warn("Failed to get WebGPU adapter")
return
}
const device = await adapter.requestDevice()
deviceRef = device
const canvas = document.createElement("canvas")
canvas.style.width = "100%"
canvas.style.height = "100%"
canvasRef = canvas
while (containerRef.firstChild) {
containerRef.removeChild(containerRef.firstChild)
}
containerRef.appendChild(canvas)
const context = canvas.getContext("webgpu")
if (!context) {
console.warn("Failed to get WebGPU context")
return
}
contextRef = context
const presentationFormat = navigator.gpu.getPreferredCanvasFormat()
context.configure({
device,
format: presentationFormat,
alphaMode: "premultiplied",
})
const shaderModule = device.createShaderModule({
code: WGSL_SHADER,
})
const uniformBuffer = device.createBuffer({
size: UNIFORM_BUFFER_SIZE_CORRECTED,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
})
uniformBufferRef = uniformBuffer
const bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: { type: "uniform" },
},
],
})
const bindGroup = device.createBindGroup({
layout: bindGroupLayout,
entries: [
{
binding: 0,
resource: { buffer: uniformBuffer },
},
],
})
bindGroupRef = bindGroup
const pipelineLayout = device.createPipelineLayout({
bindGroupLayouts: [bindGroupLayout],
})
const pipeline = device.createRenderPipeline({
layout: pipelineLayout,
vertex: {
module: shaderModule,
entryPoint: "vertexMain",
},
fragment: {
module: shaderModule,
entryPoint: "fragmentMain",
targets: [
{
format: presentationFormat,
blend: {
color: {
srcFactor: "src-alpha",
dstFactor: "one-minus-src-alpha",
operation: "add",
},
alpha: {
srcFactor: "one",
dstFactor: "one-minus-src-alpha",
operation: "add",
},
},
},
],
},
primitive: {
topology: "triangle-list",
},
})
pipelineRef = pipeline
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
const dpr = Math.min(window.devicePixelRatio, 2)
const w = wCSS * dpr
const h = hCSS * dpr
const { anchor, dir } = getAnchorAndDir(config.raysOrigin, w, h)
uniformDataRef = {
iTime: 0,
iResolution: [w, h],
rayPos: anchor,
rayDir: dir,
raysColor: hexToRgb(config.raysColor),
raysSpeed: config.raysSpeed,
lightSpread: config.lightSpread,
rayLength: config.rayLength,
sourceWidth: config.sourceWidth,
pulsating: config.pulsating ? 1.0 : 0.0,
pulsatingMin: config.pulsatingMin,
pulsatingMax: config.pulsatingMax,
fadeDistance: config.fadeDistance,
saturation: config.saturation,
mousePos: [0.5, 0.5],
mouseInfluence: config.mouseInfluence,
noiseAmount: config.noiseAmount,
distortion: config.distortion,
}
const updatePlacement = () => {
if (!containerRef || !canvasRef || !uniformDataRef) {
return
}
const dpr = Math.min(window.devicePixelRatio, 2)
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
const w = Math.floor(wCSS * dpr)
const h = Math.floor(hCSS * dpr)
canvasRef.width = w
canvasRef.height = h
uniformDataRef.iResolution = [w, h]
const currentConfig = props.config()
const { anchor, dir } = getAnchorAndDir(currentConfig.raysOrigin, w, h)
uniformDataRef.rayPos = anchor
uniformDataRef.rayDir = dir
}
const loop = (t: number) => {
if (!deviceRef || !contextRef || !pipelineRef || !uniformBufferRef || !bindGroupRef || !uniformDataRef) {
return
}
const currentConfig = props.config()
const timeSeconds = t * 0.001
uniformDataRef.iTime = timeSeconds
if (currentConfig.followMouse && currentConfig.mouseInfluence > 0.0) {
const smoothing = 0.92
smoothMouseRef.x = smoothMouseRef.x * smoothing + mouseRef.x * (1 - smoothing)
smoothMouseRef.y = smoothMouseRef.y * smoothing + mouseRef.y * (1 - smoothing)
uniformDataRef.mousePos = [smoothMouseRef.x, smoothMouseRef.y]
}
if (props.onAnimationFrame) {
const pulseCenter = (currentConfig.pulsatingMin + currentConfig.pulsatingMax) * 0.5
const pulseAmplitude = (currentConfig.pulsatingMax - currentConfig.pulsatingMin) * 0.5
const pulseValue = currentConfig.pulsating
? pulseCenter + pulseAmplitude * Math.sin(timeSeconds * currentConfig.raysSpeed * 3.0)
: 1.0
const baseIntensity1 = 0.45 + 0.15 * Math.sin(timeSeconds * currentConfig.raysSpeed * 1.5)
const baseIntensity2 = 0.3 + 0.2 * Math.cos(timeSeconds * currentConfig.raysSpeed * 1.1)
const intensity = (baseIntensity1 + baseIntensity2) * pulseValue
props.onAnimationFrame({
time: timeSeconds,
intensity,
pulseValue,
})
}
try {
const uniformData = createUniformBufferCorrected(uniformDataRef)
deviceRef.queue.writeBuffer(uniformBufferRef, 0, uniformData.buffer)
const commandEncoder = deviceRef.createCommandEncoder()
const textureView = contextRef.getCurrentTexture().createView()
const renderPass = commandEncoder.beginRenderPass({
colorAttachments: [
{
view: textureView,
clearValue: { r: 0, g: 0, b: 0, a: 0 },
loadOp: "clear",
storeOp: "store",
},
],
})
renderPass.setPipeline(pipelineRef)
renderPass.setBindGroup(0, bindGroupRef)
renderPass.draw(3)
renderPass.end()
deviceRef.queue.submit([commandEncoder.finish()])
animationIdRef = requestAnimationFrame(loop)
} catch (error) {
console.warn("WebGPU rendering error:", error)
return
}
}
window.addEventListener("resize", updatePlacement)
updatePlacement()
animationIdRef = requestAnimationFrame(loop)
cleanupFunctionRef = () => {
if (animationIdRef) {
cancelAnimationFrame(animationIdRef)
animationIdRef = null
}
window.removeEventListener("resize", updatePlacement)
if (uniformBufferRef) {
uniformBufferRef.destroy()
uniformBufferRef = null
}
if (deviceRef) {
deviceRef.destroy()
deviceRef = null
}
if (canvasRef && canvasRef.parentNode) {
canvasRef.parentNode.removeChild(canvasRef)
}
canvasRef = null
contextRef = null
pipelineRef = null
bindGroupRef = null
uniformDataRef = null
}
}
initializeWebGPU()
onCleanup(() => {
if (cleanupFunctionRef) {
cleanupFunctionRef()
cleanupFunctionRef = null
}
})
})
createEffect(() => {
if (!uniformDataRef || !containerRef) {
return
}
const config = props.config()
uniformDataRef.raysColor = hexToRgb(config.raysColor)
uniformDataRef.raysSpeed = config.raysSpeed
uniformDataRef.lightSpread = config.lightSpread
uniformDataRef.rayLength = config.rayLength
uniformDataRef.sourceWidth = config.sourceWidth
uniformDataRef.pulsating = config.pulsating ? 1.0 : 0.0
uniformDataRef.pulsatingMin = config.pulsatingMin
uniformDataRef.pulsatingMax = config.pulsatingMax
uniformDataRef.fadeDistance = config.fadeDistance
uniformDataRef.saturation = config.saturation
uniformDataRef.mouseInfluence = config.mouseInfluence
uniformDataRef.noiseAmount = config.noiseAmount
uniformDataRef.distortion = config.distortion
const dpr = Math.min(window.devicePixelRatio, 2)
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
const { anchor, dir } = getAnchorAndDir(config.raysOrigin, wCSS * dpr, hCSS * dpr)
uniformDataRef.rayPos = anchor
uniformDataRef.rayDir = dir
})
createEffect(() => {
const config = props.config()
if (!config.followMouse) {
return
}
const handleMouseMove = (e: MouseEvent) => {
if (!containerRef) {
return
}
const rect = containerRef.getBoundingClientRect()
const x = (e.clientX - rect.left) / rect.width
const y = (e.clientY - rect.top) / rect.height
mouseRef.x = x
mouseRef.y = y
}
window.addEventListener("mousemove", handleMouseMove)
onCleanup(() => {
window.removeEventListener("mousemove", handleMouseMove)
})
})
return (
<div
ref={containerRef}
class={`light-rays-container ${props.class ?? ""}`.trim()}
style={{ opacity: props.config().opacity }}
/>
)
}
interface LightRaysControlsProps {
config: Accessor<LightRaysConfig>
setConfig: Setter<LightRaysConfig>
}
export function LightRaysControls(props: LightRaysControlsProps) {
const [isOpen, setIsOpen] = createSignal(true)
const updateConfig = <K extends keyof LightRaysConfig>(key: K, value: LightRaysConfig[K]) => {
props.setConfig((prev) => ({ ...prev, [key]: value }))
}
const origins: RaysOrigin[] = [
"top-center",
"top-left",
"top-right",
"left",
"right",
"bottom-center",
"bottom-left",
"bottom-right",
]
return (
<div class="light-rays-controls">
<button class="light-rays-controls-toggle" onClick={() => setIsOpen(!isOpen())}>
{isOpen() ? "▼" : "▶"} Light Rays
</button>
<Show when={isOpen()}>
<div class="light-rays-controls-panel">
<div class="control-group">
<label>Origin</label>
<select
value={props.config().raysOrigin}
onChange={(e) => updateConfig("raysOrigin", e.currentTarget.value as RaysOrigin)}
>
<For each={origins}>{(origin) => <option value={origin}>{origin}</option>}</For>
</select>
</div>
<div class="control-group">
<label>Color</label>
<input
type="color"
value={props.config().raysColor}
onInput={(e) => updateConfig("raysColor", e.currentTarget.value)}
/>
</div>
<div class="control-group">
<label>Speed: {props.config().raysSpeed.toFixed(2)}</label>
<input
type="range"
min="0"
max="3"
step="0.01"
value={props.config().raysSpeed}
onInput={(e) => updateConfig("raysSpeed", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Light Spread: {props.config().lightSpread.toFixed(2)}</label>
<input
type="range"
min="0.1"
max="5"
step="0.01"
value={props.config().lightSpread}
onInput={(e) => updateConfig("lightSpread", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Ray Length: {props.config().rayLength.toFixed(2)}</label>
<input
type="range"
min="0.1"
max="5"
step="0.01"
value={props.config().rayLength}
onInput={(e) => updateConfig("rayLength", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Source Width: {props.config().sourceWidth.toFixed(2)}</label>
<input
type="range"
min="0"
max="2"
step="0.01"
value={props.config().sourceWidth}
onInput={(e) => updateConfig("sourceWidth", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Fade Distance: {props.config().fadeDistance.toFixed(2)}</label>
<input
type="range"
min="0.1"
max="3"
step="0.01"
value={props.config().fadeDistance}
onInput={(e) => updateConfig("fadeDistance", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Saturation: {props.config().saturation.toFixed(2)}</label>
<input
type="range"
min="0"
max="2"
step="0.01"
value={props.config().saturation}
onInput={(e) => updateConfig("saturation", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Mouse Influence: {props.config().mouseInfluence.toFixed(2)}</label>
<input
type="range"
min="0"
max="1"
step="0.01"
value={props.config().mouseInfluence}
onInput={(e) => updateConfig("mouseInfluence", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Noise: {props.config().noiseAmount.toFixed(2)}</label>
<input
type="range"
min="0"
max="1"
step="0.01"
value={props.config().noiseAmount}
onInput={(e) => updateConfig("noiseAmount", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Distortion: {props.config().distortion.toFixed(2)}</label>
<input
type="range"
min="0"
max="2"
step="0.01"
value={props.config().distortion}
onInput={(e) => updateConfig("distortion", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Opacity: {props.config().opacity.toFixed(2)}</label>
<input
type="range"
min="0"
max="1"
step="0.01"
value={props.config().opacity}
onInput={(e) => updateConfig("opacity", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group checkbox">
<label>
<input
type="checkbox"
checked={props.config().pulsating}
onChange={(e) => updateConfig("pulsating", e.currentTarget.checked)}
/>
Pulsating
</label>
</div>
<Show when={props.config().pulsating}>
<div class="control-group">
<label>Pulse Min: {props.config().pulsatingMin.toFixed(2)}</label>
<input
type="range"
min="0"
max="1"
step="0.01"
value={props.config().pulsatingMin}
onInput={(e) => updateConfig("pulsatingMin", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Pulse Max: {props.config().pulsatingMax.toFixed(2)}</label>
<input
type="range"
min="0"
max="2"
step="0.01"
value={props.config().pulsatingMax}
onInput={(e) => updateConfig("pulsatingMax", parseFloat(e.currentTarget.value))}
/>
</div>
</Show>
<div class="control-group checkbox">
<label>
<input
type="checkbox"
checked={props.config().followMouse}
onChange={(e) => updateConfig("followMouse", e.currentTarget.checked)}
/>
Follow Mouse
</label>
</div>
<button class="reset-button" onClick={() => props.setConfig(defaultConfig)}>
Reset to Defaults
</button>
</div>
</Show>
</div>
)
}