hero-geometric
componentry/hero-geometricFreeComponent
A geometric hero section with a shader background and premium typography.
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live · rendered by the registry
Rendered by componentry on their own page — this is the component running, not a screenshot of it.Install it
npx shadcn@latest add https://componentry.dev/r/hero-geometric.jsonSource
1"use client";23/* eslint-disable react/no-unknown-property */4import { useRef, useMemo } from "react";5import { Canvas, useFrame, ThreeElements } from "@react-three/fiber";6import * as THREE from "three";7import { motion } from "framer-motion";89import { cn } from "../lib/utils";1011/* eslint-disable @typescript-eslint/no-namespace */12declare module "react" {13 namespace JSX {14 // eslint-disable-next-line @typescript-eslint/no-empty-interface15 interface IntrinsicElements extends ThreeElements { }16 }17}18/* eslint-enable @typescript-eslint/no-namespace */1920// --- Shader Code ---21const vertexShader = `22varying vec2 vUv;23void main() {24 vUv = uv;25 gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);26}27`;2829const fragmentShader = `30uniform float uTime;31uniform vec2 uResolution;32uniform vec3 uColor1;33uniform vec3 uColor2;34varying vec2 vUv;3536vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }3738float snoise(vec2 v){39 const vec4 C = vec4(0.211324865405187, 0.366025403784439,40 -0.577350269189626, 0.024390243902439);41 vec2 i = floor(v + dot(v, C.yy) );42 vec2 x0 = v - i + dot(i, C.xx);43 vec2 i1;44 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);45 vec4 x12 = x0.xyxy + C.xxzz;46 x12.xy -= i1;47 i = mod(i, 289.0);48 vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))49 + i.x + vec3(0.0, i1.x, 1.0 ));50 vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);51 m = m*m ;52 m = m*m ;53 vec3 x = 2.0 * fract(p * C.www) - 1.0;54 vec3 h = abs(x) - 0.5;55 vec3 ox = floor(x + 0.5);56 vec3 a0 = x - ox;57 m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );58 vec3 g;59 g.x = a0.x * x0.x + h.x * x0.y;60 g.yz = a0.yz * x12.xz + h.yz * x12.yw;61 return 130.0 * dot(m, g);62}6364float bayerDither4x4(vec2 uv) {65 int x = int(mod(uv.x, 4.0));66 int y = int(mod(uv.y, 4.0));6768 int matrix[16];69 matrix[0] = 0; matrix[1] = 8; matrix[2] = 2; matrix[3] = 10;70 matrix[4] = 12; matrix[5] = 4; matrix[6] = 14; matrix[7] = 6;71 matrix[8] = 3; matrix[9] = 11; matrix[10] = 1; matrix[11] = 9;72 matrix[12] = 15; matrix[13] = 7; matrix[14] = 13; matrix[15] = 5;7374 return float(matrix[y * 4 + x]) / 16.0;75}7677void main() {78 vec2 uv = vUv;79 vec2 coord = gl_FragCoord.xy;8081 // Enhanced noise with time82 float noise = snoise(uv * 1.5 + vec2(uTime * 0.05, uTime * 0.03)) * 0.25;8384 // Diagonal gradient from bottom-left to top-right85// … truncated
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