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Cosmic Nebula Shader

Swirling space nebula with twinkling stars and colorful cosmic gases

Preview

Installation

Option 1: Using CLI (Recommended)

Install this shader directly using the CLI:

npx shaderz add

Select "Cosmic Nebula" from the list. The component will be added to /components/shaderz/CosmicNebulaShader.tsx.

Option 2: Manual Installation

Copy the component code from the Usage section below.

Required Dependencies

npm install three @types/three framer-motion

Usage

Basic Usage:

'use client';
import React, { useRef, useEffect } from 'react';
const CosmicNebulaShader: React.FC = () => {
const canvasRef = useRef<HTMLCanvasElement>(null);
const containerRef = useRef<HTMLDivElement>(null);
const animationRef = useRef<number | null>(null);
useEffect(() => {
const canvas = canvasRef.current;
const container = containerRef.current;
if (!canvas || !container) return;
const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
if (!gl) return;
const resizeCanvas = () => {
const rect = container.getBoundingClientRect();
canvas.width = rect.width;
canvas.height = rect.height;
gl.viewport(0, 0, canvas.width, canvas.height);
};
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
const vertexShaderSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragmentShaderSource = `
precision highp float;
uniform vec2 resolution;
uniform float time;
// Hash for pseudo-random values
float hash(vec3 p) {
p = fract(p * 0.3183099 + 0.1);
p *= 17.0;
return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
}
// 3D noise
float noise(vec3 x) {
vec3 p = floor(x);
vec3 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
return mix(
mix(mix(hash(p), hash(p + vec3(1,0,0)), f.x),
mix(hash(p + vec3(0,1,0)), hash(p + vec3(1,1,0)), f.x), f.y),
mix(mix(hash(p + vec3(0,0,1)), hash(p + vec3(1,0,1)), f.x),
mix(hash(p + vec3(0,1,1)), hash(p + vec3(1,1,1)), f.x), f.y),
f.z);
}
// Fractal Brownian Motion for nebula clouds
float fbm(vec3 p) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for(int i = 0; i < 6; i++) {
value += amplitude * noise(p * frequency);
frequency *= 2.1;
amplitude *= 0.45;
}
return value;
}
// Domain warping for nebula distortion
vec3 domainWarp(vec3 p, float time) {
vec3 q = vec3(
fbm(p + vec3(0.0, 0.0, time * 0.1)),
fbm(p + vec3(5.2, 1.3, time * 0.15)),
fbm(p + vec3(1.7, 9.2, time * 0.08))
);
return p + q * 0.5;
}
// Stars
float stars(vec2 p, float count) {
vec2 pos = floor(p * count);
float star = hash(vec3(pos, 1.0));
if(star > 0.98) {
vec2 center = (pos + 0.5) / count;
float dist = length(p - center);
float brightness = hash(vec3(pos, 2.0));
float twinkle = sin(time * 2.0 + brightness * 10.0) * 0.5 + 0.5;
return (1.0 - smoothstep(0.0, 0.002, dist)) * brightness * twinkle;
}
return 0.0;
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec2 p = (uv - 0.5) * 2.0;
p.x *= resolution.x / resolution.y;
float t = time * 0.15;
// 3D position for nebula
vec3 pos = vec3(p * 1.5, t);
// Domain warp for swirling nebula
vec3 warped = domainWarp(pos, t);
// Layered nebula clouds
float nebula1 = fbm(warped * 2.0);
float nebula2 = fbm(warped * 3.0 + vec3(2.0, 1.0, 0.0));
float nebula3 = fbm(warped * 4.0 - vec3(1.0, 2.0, 0.0));
// Combine nebula layers
float nebulaDensity = nebula1 * 0.6 + nebula2 * 0.3 + nebula3 * 0.1;
nebulaDensity = pow(nebulaDensity, 1.5);
// Cosmic color palette
vec3 deepPurple = vec3(0.15, 0.05, 0.3);
vec3 magenta = vec3(0.8, 0.1, 0.6);
vec3 pink = vec3(1.0, 0.3, 0.7);
vec3 cyan = vec3(0.2, 0.7, 1.0);
vec3 violet = vec3(0.5, 0.2, 0.9);
// Color mixing based on density and position
vec3 nebulaColor = mix(deepPurple, magenta, nebulaDensity);
nebulaColor = mix(nebulaColor, pink, nebula2 * 0.7);
nebulaColor = mix(nebulaColor, violet, nebula3 * 0.5);
// Add cyan highlights in dense areas
float highlights = smoothstep(0.6, 0.9, nebulaDensity);
nebulaColor = mix(nebulaColor, cyan, highlights * 0.4);
// Glow effect
float glow = pow(nebulaDensity, 0.8) * 1.5;
nebulaColor *= glow;
// Add stars
float starField = stars(uv, 200.0);
starField += stars(uv * 1.5, 300.0) * 0.7;
starField += stars(uv * 2.0, 400.0) * 0.5;
vec3 starColor = vec3(1.0, 0.95, 0.9) * starField;
// Combine nebula and stars
vec3 finalColor = nebulaColor + starColor;
// Add subtle color shift animation
float colorShift = sin(t * 0.5 + length(p)) * 0.5 + 0.5;
finalColor += vec3(0.1, 0.0, 0.15) * colorShift * nebulaDensity * 0.3;
// Center bright spot
float centerGlow = 1.0 - length(p * 0.5);
centerGlow = pow(centerGlow, 3.0) * 0.15;
finalColor += vec3(0.6, 0.2, 0.8) * centerGlow;
// Vignette
float vignette = 1.0 - length(uv - 0.5) * 0.7;
finalColor *= vignette;
gl_FragColor = vec4(finalColor, 1.0);
}
`;
const createShader = (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)) {
console.error('Shader compile error:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
};
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
if (!vertexShader || !fragmentShader) return;
const program = gl.createProgram();
if (!program) return;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Program link error:', gl.getProgramInfoLog(program));
return;
}
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([
-1, -1,
1, -1,
-1, 1,
1, 1,
]),
gl.STATIC_DRAW
);
const positionLocation = gl.getAttribLocation(program, 'position');
const resolutionLocation = gl.getUniformLocation(program, 'resolution');
const timeLocation = gl.getUniformLocation(program, 'time');
let startTime = Date.now();
const render = () => {
if (!gl || !canvas) return;
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.enableVertexAttribArray(positionLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
gl.uniform1f(timeLocation, (Date.now() - startTime) / 1000);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
animationRef.current = requestAnimationFrame(render);
};
render();
return () => {
window.removeEventListener('resize', resizeCanvas);
if (animationRef.current) {
cancelAnimationFrame(animationRef.current);
}
gl.deleteProgram(program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
gl.deleteBuffer(positionBuffer);
};
}, []);
return (
<div ref={containerRef} className="absolute inset-0 w-full h-full bg-black overflow-hidden">
<canvas
ref={canvasRef}
className="absolute top-0 left-0 w-full h-full"
/>
</div>
);
};
export default CosmicNebulaShader;

Hero Section Background Example:

app/page.tsx
import CosmicNebulaShader from '@/components/shaderz/CosmicNebulaShader';
export default function Home() {
return (
<section className="relative min-h-screen">
{/* Shader background */}
<div className="absolute inset-0 -z-10">
<CosmicNebulaShader />
</div>
{/* Your hero content */}
<div className="relative z-10 flex items-center justify-center min-h-screen">
<h1 className="text-6xl font-bold text-white">
Welcome to Your Site
</h1>
</div>
</section>
);
}

Features

  • Swirling Nebula: Dynamic cosmic gas clouds
  • Twinkling Stars: Randomly placed animated stars
  • Rich Colors: Purple, pink, and blue nebula colors
  • Domain Warping: Complex noise patterns for depth
  • Performance Optimized: Efficient WebGL implementation