Chroma Blur Transition
Chroma Blur Transition é um componente de efeito para React e Tailwind CSS, da biblioteca SmoothUI, com licença MIT. Copia e cola no teu projeto.
SmoothUI
MIT
effects
O que é
Chroma Blur Transition é um componente de efeito para React e Tailwind CSS, da biblioteca SmoothUI, com licença MIT. Copia e cola no teu projeto.
Como usar
Abre o componente no catálogo, carrega em copiar, e cola no teu projeto. O prompt copiado leva o código e as regras para o teu agente o reproduzir sem alterar nada.
Cinco cópias grátis por mês. Sem cartão.
Precisa de
npm i motion
Licença
Este componente vem de SmoothUI e é redistribuído sob a licença MIT, que permite uso comercial. O aviso de copyright viaja com o código.
Chroma Blur Transition
"use client";
import { cn } from "@/lib/utils";
import { useReducedMotion } from "motion/react";
import { type ReactNode, useEffect, useRef, useState } from "react";
export interface ChromaBlurTransitionProps {
children: ReactNode;
className?: string;
duration?: number;
onRest?: () => void;
transitionKey: string | number;
}
const DEFAULT_DURATION_MS = 1040;
const MIDPOINT = 0.5;
const MAX_DPR = 2;
const VERTEX_SHADER =
"attribute vec2 a; void main(){ gl_Position = vec4(a, 0.0, 1.0); }";
const FRAGMENT_SHADER = `
precision mediump float;
uniform vec2 uRes;
uniform float uTime;
uniform float uProgress;
uniform float uAlpha;
#define PI 3.14159265359
float hash(vec2 p){ return fract(sin(dot(p, vec2(41.0, 289.0))) * 45758.5453); }
float noise(vec2 p){
vec2 i = floor(p);
vec2 f = fract(p);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
void main(){
vec2 uv = gl_FragCoord.xy / uRes;
float p = smoothstep(0.0, 1.0, uProgress);
float field = uv.x * 0.62 + uv.y * 0.38;
float n = noise(uv * 10.0 + vec2(uTime * 0.28, -uTime * 0.18));
float wave = sin((uv.y + n * 0.12) * 28.0 + uTime * 2.2) * 0.018;
float front = p * 1.42 - 0.2;
float d = field + wave - front;
float curtain = exp(-d * d * 34.0);
float softGrain = noise(uv * 34.0 + uTime * 0.18) * 0.055;
float chroma = exp(-(d + 0.045) * (d + 0.045) * 52.0) + exp(-(d - 0.045) * (d - 0.045) * 52.0);
float exitFade = smoothstep(1.0, 0.74, p);
float entryFade = smoothstep(0.0, 0.16, p);
vec3 brandPink = vec3(1.0, 0.32, 0.64);
vec3 champagne = vec3(1.0, 0.82, 0.56);
vec3 seafoam = vec3(0.52, 0.90, 0.78);
vec3 porcelain = vec3(1.0, 0.97, 0.90);
vec3 color = mix(brandPink, champagne, smoothstep(-0.18, 0.18, sin((uv.y + n) * PI * 2.0)));
color = mix(color, seafoam, smoothstep(0.2, 1.0, chroma) * 0.34);
color = mix(color, porcelain, 0.16);
float alpha = (curtain * 0.72 + chroma * 0.18 + softGrain * curtain) * entryFade * exitFade * uAlpha;
gl_FragColor = vec4(color * alpha, clamp(alpha, 0.0, 0.86));
}
`;
const STRIP = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
interface Playback {
cancel: () => void;
}
interface Controller {
destroy: () => void;
setAlpha: (alpha: number) => void;
setProgress: (progress: number) => void;
}
const clamp01 = (value: number) => Math.max(0, Math.min(1, value));
const easeOutQuart = (value: number) => 1 - (1 - value) ** 4;
const easeInOutCubic = (value: number) =>
value < 0.5 ? 4 * value ** 3 : 1 - (-2 * value + 2) ** 3 / 2;
const compile = (gl: WebGLRenderingContext, type: number, source: string) => {
const shader = gl.createShader(type);
if (!shader) {
return null;
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
gl.deleteShader(shader);
return null;
}
return shader;
};
const resize = (canvas: HTMLCanvasElement, gl: WebGLRenderingContext) => {
const rect = canvas.getBoundingClientRect();
const dpr = Math.min(window.devicePixelRatio || 1, MAX_DPR);
const width = Math.max(1, Math.round(rect.width * dpr));
const height = Math.max(1, Math.round(rect.height * dpr));
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
}
gl.viewport(0, 0, width, height);
};
const createController = (canvas: HTMLCanvasElement): Controller | null => {
const gl = canvas.getContext("webgl", {
alpha: true,
antialias: false,
premultipliedAlpha: true,
});
if (!gl) {
return null;
}
const vertex = compile(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
const fragment = compile(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
const program = gl.createProgram();
if (!(vertex && fragment && program)) {
return null;
}
gl.attachShader(program, vertex);
gl.attachShader(program, fragment);
gl.linkProgram(program);
gl.deleteShader(vertex);
gl.deleteShader(fragment);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
gl.deleteProgram(program);
return null;
}
// biome-ignore lint/correctness/useHookAtTopLevel: WebGLRenderingContext.useProgram is not a React hook.
gl.useProgram(program);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, STRIP, gl.STATIC_DRAW);
const position = gl.getAttribLocation(program, "a");
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
const uRes = gl.getUniformLocation(program, "uRes");
const uTime = gl.getUniformLocation(program, "uTime");
const uProgress = gl.getUniformLocation(program, "uProgress");
const uAlpha = gl.getUniformLocation(program, "uAlpha");
const startedAt = performance.now();
let progress = 0;
let alpha = 0;
let frame = 0;
let destroyed = false;
const tick = () => {
if (destroyed) {
return;
}
resize(canvas, gl);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.uniform2f(uRes, canvas.width, canvas.height);
gl.uniform1f(uTime, (performance.now() - startedAt) / 1000);
gl.uniform1f(uProgress, progress);
gl.uniform1f(uAlpha, alpha);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
frame = requestAnimationFrame(tick);
};
frame = requestAnimationFrame(tick);
return {
destroy: () => {
destroyed = true;
cancelAnimationFrame(frame);
gl.clear(gl.COLOR_BUFFER_BIT);
if (buffer) {
gl.deleteBuffer(buffer);
}
gl.deleteProgram(program);
},
setAlpha: (nextAlpha: number) => {
alpha = clamp01(nextAlpha);
},
setProgress: (nextProgress: number) => {
progress = clamp01(nextProgress);
},
};
};
const play = (
controller: Controller,
duration: number,
onMidpoint: () => void,
onComplete: () => void
): Playback => {
let frame = 0;
let cancelled = false;
let didSwap = false;
const startedAt = performance.now();
controller.setAlpha(1);
const advance = () => {
if (cancelled) {
return;
}
const raw = clamp01((performance.now() - startedAt) / duration);
const progress = easeOutQuart(raw);
controller.setProgress(progress);
if (!(didSwap || progress < MIDPOINT)) {
didSwap = true;
onMidpoint();
}
if (raw < 1) {
frame = requestAnimationFrame(advance);
return;
}
if (!didSwap) {
onMidpoint();
}
const fadeStartedAt = performance.now();
const fade = () => {
if (cancelled) {
return;
}
const fadeRaw = clamp01((performance.now() - fadeStartedAt) / 90);
controller.setAlpha(1 - easeInOutCubic(fadeRaw));
if (fadeRaw < 1) {
frame = requestAnimationFrame(fade);
return;
}
controller.setAlpha(0);
controller.setProgress(0);
onComplete();
};
frame = requestAnimationFrame(fade);
};
frame = requestAnimationFrame(advance);
return {
cancel: () => {
cancelled = true;
cancelAnimationFrame(frame);
},
};
};
const ChromaBlurTransition = ({
children,
className,
duration = DEFAULT_DURATION_MS,
onRest,
transitionKey,
}: ChromaBlurTransitionProps) => {
const shouldReduceMotion = useReducedMotion();
const canvasRef = useRef<HTMLCanvasElement>(null);
const controllerRef = useRef<Controller | null>(null);
const playbackRef = useRef<Playback | null>(null);
const previousKey = useRef(transitionKey);
const [renderedChildren, setRenderedChildren] = useState(children);
const [isActive, setIsActive] = useState(false);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) {
return;
}
const controller = createController(canvas);
controllerRef.current = controller;
return () => {
playbackRef.current?.cancel();
controller?.destroy();
controllerRef.current = null;
};
}, []);
useEffect(() => {
if (previousKey.current === transitionKey) {
setRenderedChildren(children);
return;
}
previousKey.current = transitionKey;
playbackRef.current?.cancel();
if (shouldReduceMotion) {
setRenderedChildren(children);
setIsActive(false);
onRest?.();
return;
}
const controller = controllerRef.current;
if (!controller) {
setRenderedChildren(children);
onRest?.();
return;
}
setIsActive(true);
playbackRef.current = play(
controller,
duration,
() => setRenderedChildren(children),
() => {
setIsActive(false);
playbackRef.current = null;
onRest?.();
}
);
}, [children, duration, onRest, shouldReduceMotion, transitionKey]);
return (
<div
className={cn(
"relative isolate overflow-hidden rounded-2xl bg-background text-foreground",
className
)}
data-transitioning={isActive ? "true" : "false"}
>
<div className="relative z-0">{renderedChildren}</div>
<canvas
className={cn(
"pointer-events-none absolute inset-0 z-10 h-full w-full transition-opacity duration-75",
isActive && !shouldReduceMotion ? "opacity-100" : "opacity-0"
)}
ref={canvasRef}
/>
</div>
);
};
export default ChromaBlurTransition;