Mesh Gradient Background3
Mesh Gradient Background3 is a React and Tailwind CSS background component from UI Layouts, licensed MIT. Copy it and paste it into your project.
UI Layouts
MIT
backgrounds
What it is
Mesh Gradient Background3 is a React and Tailwind CSS background component from UI Layouts, licensed MIT. Copy it and paste it into your project.
How to use it
Open it in the catalogue, press copy, and paste it into your project. The prompt you copy carries the code and the rules that tell your agent to reproduce it without changing anything.
Five free copies a month. No card.
Needs
npm i three @types/three @react-three/fiber @react-three/drei
Licence
This component comes from UI Layouts and is redistributed under the MIT licence, which permits commercial use. The copyright notice travels with the code.
Mesh Gradient Background3
'use client';
import React, { useMemo, useRef } from 'react';
import { Canvas, useFrame } from '@react-three/fiber';
import { extend } from '@react-three/fiber';
import { MathUtils, Vector3, Color } from 'three';
import * as THREE from 'three';
import { Environment } from '@react-three/drei';
extend({ IcosahedronGeometry: THREE.IcosahedronGeometry });
const vertexShader = `
uniform float u_intensity;
uniform float u_time;
varying vec2 vUv;
varying float vDisplacement;
// Classic Perlin 3D Noise functions
vec4 permute(vec4 x) {
return mod(((x*34.0)+1.0)*x, 289.0);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float cnoise(vec3 P) {
vec3 Pi0 = floor(P);
vec3 Pi1 = Pi0 + vec3(1.0);
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
void main() {
vUv = uv;
vDisplacement = cnoise(position + vec3(2.0 * u_time));
vec3 newPosition = position + normal * (u_intensity * vDisplacement);
vec4 modelPosition = modelMatrix * vec4(newPosition, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
}
`;
const fragmentShader = `
uniform float u_intensity;
uniform float u_time;
uniform vec3 u_color;
varying vec2 vUv;
varying float vDisplacement;
// Function to generate random noise
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
void main() {
float distort = 2.0 * vDisplacement * u_intensity * sin(vUv.y * 10.0 + u_time);
vec3 color = mix(u_color, vec3(1.0, 1.0, 1.0), distort);
// Add screen-space random noise
float noise = random(gl_FragCoord.xy * u_time * 0.05) * 0.05; // tweak strength
color += noise;
gl_FragColor = vec4(color, 1.0);
}
`;
interface BlobProps {
color?: string;
}
const Blob: React.FC<BlobProps> = ({ color = '#ffd717' }) => {
const mesh = useRef<THREE.Mesh>(null);
const hover = useRef(false);
const uniforms = useMemo(
() => ({
u_time: { value: 0 },
u_intensity: { value: 0.3 },
u_color: { value: new Color(color) },
}),
[]
);
const targetPosition = useRef(new Vector3(0, 0, 0));
const currentPosition = useRef(new Vector3(0, 0, 0));
useFrame((state) => {
const { clock, mouse } = state;
if (mesh.current) {
const material = mesh.current.material as THREE.ShaderMaterial;
material.uniforms.u_time.value = 0.4 * clock.getElapsedTime();
material.uniforms.u_intensity.value = MathUtils.lerp(
material.uniforms.u_intensity.value,
hover.current ? 0.7 : 1,
0.02
);
// Update target position based on mouse
targetPosition.current.set(mouse.x * 0.3, mouse.y * 0.3, 0);
currentPosition.current.lerp(targetPosition.current, 0.1);
mesh.current.position.copy(currentPosition.current);
}
});
return (
<mesh
ref={mesh}
scale={1.5}
position={[0, 0, 0]}
onPointerOver={() => (hover.current = true)}
onPointerOut={() => (hover.current = false)}
>
<icosahedronGeometry args={[2, 20]} />
<shaderMaterial
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={uniforms}
/>
</mesh>
);
};
const Home: React.FC = () => {
return (
<div className='h-screen w-screen flex justify-center items-center'>
<Canvas camera={{ position: [0.0, 0.0, 8.0], fov: 15 }}>
<Environment preset='studio' environmentIntensity={0.5} />
<Blob color='#ff0055' />
</Canvas>
</div>
);
};
export default Home;