Cosmic Nebula Shader
Swirling space nebula with twinkling stars and colorful cosmic gases
Swirling space nebula with twinkling stars and colorful cosmic gases
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.
npm install three @types/three framer-motion
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 valuesfloat 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 noisefloat 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 cloudsfloat 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 distortionvec3 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;}// Starsfloat 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 nebulavec3 pos = vec3(p * 1.5, t);// Domain warp for swirling nebulavec3 warped = domainWarp(pos, t);// Layered nebula cloudsfloat 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 layersfloat nebulaDensity = nebula1 * 0.6 + nebula2 * 0.3 + nebula3 * 0.1;nebulaDensity = pow(nebulaDensity, 1.5);// Cosmic color palettevec3 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 positionvec3 nebulaColor = mix(deepPurple, magenta, nebulaDensity);nebulaColor = mix(nebulaColor, pink, nebula2 * 0.7);nebulaColor = mix(nebulaColor, violet, nebula3 * 0.5);// Add cyan highlights in dense areasfloat highlights = smoothstep(0.6, 0.9, nebulaDensity);nebulaColor = mix(nebulaColor, cyan, highlights * 0.4);// Glow effectfloat glow = pow(nebulaDensity, 0.8) * 1.5;nebulaColor *= glow;// Add starsfloat 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 starsvec3 finalColor = nebulaColor + starColor;// Add subtle color shift animationfloat 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 spotfloat centerGlow = 1.0 - length(p * 0.5);centerGlow = pow(centerGlow, 3.0) * 0.15;finalColor += vec3(0.6, 0.2, 0.8) * centerGlow;// Vignettefloat 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"><canvasref={canvasRef}className="absolute top-0 left-0 w-full h-full"/></div>);};export default CosmicNebulaShader;
Hero Section Background Example:
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>);}