Plasma V2 Shader
Enhanced plasma shader with improved fluid dynamics and rich deep colors.
Enhanced plasma shader with improved fluid dynamics and rich deep colors.
npm install three @types/three @react-three/fibernpx shaderz addSelect "Plasma V2 Shader" from the interactive list.
import PlasmaV2Shader from '@/components/shaders/plasma-v2/Hero';
export default function App() {
return (
<div style={{ width: '100%', height: '500px' }}>
<PlasmaV2Shader />
</div>
);
}To use the shader as a background, position it absolutely within a relative container and place your content on top using z-index.
import PlasmaV2Shader from '@/components/shaders/plasma-v2/Hero';
export default function HeroSection() {
return (
<div className="relative w-full h-screen overflow-hidden">
{/* Shader Background */}
<div className="absolute inset-0 z-0">
<PlasmaV2Shader />
</div>
{/* Content Layer */}
<div className="relative z-10 flex flex-col items-center justify-center h-full text-white">
<h1 className="text-6xl font-bold">Your Content Here</h1>
</div>
</div>
);
}Alternatively, copy the component code directly into your project at components/shaders/plasma-v2/Hero.tsx
'use client';
import { useEffect, useRef } from 'react';
function Plasmav2Shader() {
const canvasRef = useRef<HTMLCanvasElement>(null);
const glRef = useRef<WebGLRenderingContext | null>(null);
const programRef = useRef<WebGLProgram | null>(null);
const animationRef = useRef<number | null>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const gl = canvas.getContext('webgl');
glRef.current = gl;
if (!gl) {
console.error('WebGL not supported');
return;
}
const resizeCanvas = () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
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;
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * resolution.xy) / min(resolution.x, resolution.y);
float t = time * 1.0; // Faster animation
vec2 p = uv * 4.0;
// More dynamic fluid-like wrapping
for(float i=1.0; i<6.0; i++){
p.x += 0.4/i * sin(i*2.5*p.y + t * (1.0 + i*0.15));
p.y += 0.4/i * cos(i*2.5*p.x + t * (0.9 + i*0.1));
}
// Rich, deep color mixing
float r = 0.5 + 0.5 * sin(p.x + p.y + t * 1.2);
float g = 0.5 + 0.5 * sin(p.x * 2.0 - p.y * 0.5 + t * 0.8);
float b = 0.5 + 0.5 * sin(p.y * 2.0 + t * 1.0 + 1.0);
vec3 color = vec3(r, g, b);
// Deep, rich dark palette
vec3 deepPurple = vec3(0.15, 0.0, 0.3);
vec3 midnightBlue = vec3(0.0, 0.1, 0.4);
vec3 darkMagenta = vec3(0.4, 0.0, 0.5);
vec3 electricViolet = vec3(0.5, 0.1, 0.9);
// Dynamic palette mixing
float mixer = sin(t * 0.6) * 0.5 + 0.5;
vec3 palette = mix(
mix(deepPurple, midnightBlue, color.b),
mix(darkMagenta, electricViolet, color.r),
mixer
);
color = mix(palette, color * 0.8, 0.3);
// Boost saturation for vibrancy
float gray = dot(color, vec3(0.299, 0.587, 0.114));
color = mix(vec3(gray), color, 1.8);
// Soft glow / vignette
float glow = 1.0 - length(uv * 0.65);
color *= smoothstep(-0.1, 1.0, glow);
// Add subtle pulsing highlights
float pulse = sin(t * 2.5) * 0.1 + 0.9;
color *= pulse;
// Boost deep colors
color = pow(color, vec3(0.9));
color *= 1.3;
gl_FragColor = vec4(color, 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;
}
programRef.current = program;
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = new Float32Array([
-1, -1,
1, -1,
-1, 1,
1, 1
]);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
const positionLocation = gl.getAttribLocation(program, 'position');
const resolutionLocation = gl.getUniformLocation(program, 'resolution');
const timeLocation = gl.getUniformLocation(program, 'time');
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
const render = (time: number) => {
time *= 0.001;
gl.clearColor(0, 0, 0, 0);
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, time);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
animationRef.current = requestAnimationFrame(render);
};
animationRef.current = requestAnimationFrame(render);
return () => {
window.removeEventListener('resize', resizeCanvas);
if (animationRef.current) {
cancelAnimationFrame(animationRef.current);
}
};
}, []);
return (
<div 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 pointer-events-none opacity-95"
/>
</div>
);
}
export default Plasmav2Shader;