You are given a task to integrate an existing React component in the codebase
The codebase should support:
- shadcn project structure
- Tailwind CSS
- Typescript
If it doesn't, provide instructions on how to setup project via shadcn CLI, install Tailwind or Typescript.
Determine the default path for components and styles.
If default path for components is not /components/ui, provide instructions on why it's important to create this folder
Copy-paste this component to /components/ui folder:
```tsx
aether-flow.tsx
import React, { useRef, useEffect } from 'react';
import * as THREE from 'three';
// --- Custom Hook for Shader Animation ---
/**
* A custom React hook to encapsulate the Three.js scene, shader material,
* animation loop, and event listeners for a WebGL shader effect.
* @param {React.RefObject<HTMLDivElement>} mountRef - Ref to the container element.
* @param {object} shaderProps - An object containing the shader's uniform values.
*/
const useShaderAnimation = (mountRef, shaderProps) => {
// Use a ref to hold the Three.js objects to prevent re-creation on every render
const threeRef = useRef(null);
useEffect(() => {
// Ensure the mount point is available
const mount = mountRef.current;
if (!mount) return;
// --- Three.js Core Setup (runs only once) ---
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(mount.clientWidth, mount.clientHeight);
mount.appendChild(renderer.domElement);
// --- Shader Material Setup ---
const uniforms = {
u_time: { value: 0.0 },
u_resolution: { value: new THREE.Vector2(mount.clientWidth, mount.clientHeight) },
u_mouse: { value: new THREE.Vector2(0.5, 0.5) },
u_hue: { value: shaderProps.hue },
u_speed: { value: shaderProps.speed },
u_intensity: { value: shaderProps.intensity },
u_complexity: { value: shaderProps.complexity },
u_warp: { value: shaderProps.warp },
};
const vertexShader = `
void main() {
gl_Position = vec4(position, 1.0);
}
`;
const fragmentShader = `
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform float u_hue;
uniform float u_speed;
uniform float u_intensity;
uniform float u_complexity;
uniform float u_warp;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(mix(random(i), random(i + vec2(1.0, 0.0)), u.x),
mix(random(i + vec2(0.0, 1.0)), random(i + vec2(1.0, 1.0)), u.x), u.y);
}
float fbm(vec2 st) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 10; i++) {
if (i >= int(u_complexity)) break;
value += amplitude * noise(st);
st *= 2.0;
amplitude *= 0.5;
}
return value;
}
mat2 rotate(float angle) {
return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
}
void main() {
vec2 uv = (gl_FragCoord.xy * 2.0 - u_resolution.xy) / min(u_resolution.x, u_resolution.y);
float t = u_time * u_speed;
vec2 mouse_uv = (u_mouse * 2.0 - u_resolution.xy) / min(u_resolution.x, u_resolution.y);
float warp_effect = smoothstep(0.7, 0.0, distance(uv, mouse_uv)) * u_warp;
vec2 p = uv * rotate(t * 0.1) + warp_effect;
float n1 = fbm(p * 1.2 + vec2(t * 0.1, t * 0.2));
float n2 = fbm(p * 2.0 + n1 + vec2(-t * 0.25, t * 0.15));
float n3 = fbm(p * 3.5 + n2 + vec2(t * 0.1, -t * 0.2));
float final_noise = n1 * 0.6 + n2 * 0.25 + n3 * 0.15;
float hue_shift = final_noise * 0.1;
float saturation = 0.6 + final_noise * 0.4;
float value = 0.15 + pow(final_noise, 2.5) * u_intensity;
value += pow(smoothstep(0.7, 1.0, final_noise), 3.0) * 0.7 * u_intensity;
vec3 color = hsv2rgb(vec3((u_hue / 360.0) + hue_shift, saturation, value));
color *= 1.0 - smoothstep(0.8, 1.5, length(uv));
gl_FragColor = vec4(color, 1.0);
}
`;
const geometry = new THREE.PlaneGeometry(2, 2);
const material = new THREE.ShaderMaterial({ uniforms, vertexShader, fragmentShader });
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
threeRef.current = { renderer, scene, camera, material };
// --- Animation & Event Listeners ---
const clock = new THREE.Clock();
let animationFrameId;
const animate = () => {
uniforms.u_time.value = clock.getElapsedTime();
renderer.render(scene, camera);
animationFrameId = requestAnimationFrame(animate);
};
animate();
const handleResize = () => {
if (!mountRef.current) return;
const { clientWidth, clientHeight } = mountRef.current;
renderer.setSize(clientWidth, clientHeight);
uniforms.u_resolution.value.set(clientWidth, clientHeight);
};
window.addEventListener('resize', handleResize);
const handleMouseMove = (e) => {
uniforms.u_mouse.value.x = e.clientX;
uniforms.u_mouse.value.y = window.innerHeight - e.clientY;
};
window.addEventListener('mousemove', handleMouseMove);
// --- Cleanup ---
return () => {
cancelAnimationFrame(animationFrameId);
window.removeEventListener('resize', handleResize);
window.removeEventListener('mousemove', handleMouseMove);
mount.removeChild(renderer.domElement);
geometry.dispose();
material.dispose();
renderer.dispose();
};
}, []); // Empty dependency array ensures this runs only once
// This effect runs when shaderProps change, updating the uniforms
useEffect(() => {
if (threeRef.current) {
const { material } = threeRef.current;
material.uniforms.u_hue.value = shaderProps.hue;
material.uniforms.u_speed.value = shaderProps.speed;
material.uniforms.u_intensity.value = shaderProps.intensity;
material.uniforms.u_complexity.value = shaderProps.complexity;
material.uniforms.u_warp.value = shaderProps.warp;
}
}, [shaderProps]);
};
// --- React Components ---
/**
* The core canvas component that utilizes the useShaderAnimation hook.
* @param {object} props - The properties for the shader uniforms.
*/
export const ShaderCanvas = (props) => {
const mountRef = useRef(null);
useShaderAnimation(mountRef, props);
return <div ref={mountRef} className="absolute top-0 left-0 w-full h-full" />;
};
/**
* A reusable slider component for the control panel.
*/
export const ControlSlider = ({ label, value, onChange, min, max, step }) => (
<div className="flex flex-col text-white/90">
<div className="flex justify-between items-center mb-2">
<label className="text-sm font-medium tracking-wide">{label}</label>
<span className="text-xs bg-white/10 px-2 py-1 rounded-full font-mono">{Number(value).toFixed(2)}</span>
</div>
<input
type="range" min={min} max={max} step={step} value={value} onChange={onChange}
className="w-full h-2 bg-gray-700/50 rounded-lg appearance-none cursor-pointer accent-violet-400 transition-all duration-300 focus:outline-none focus:ring-2 focus:ring-violet-400/50"
/>
</div>
);
demo.tsx
import React, { useState } from 'react';
import { ShaderCanvas, ControlSlider } from "@/components/ui/aether-flow";
export default function DemoOne() {
const [hue, setHue] = useState(260);
const [speed, setSpeed] = useState(0.15);
const [intensity, setIntensity] = useState(0.7);
const [complexity, setComplexity] = useState(6.0);
const [warp, setWarp] = useState(0.4);
return (
<div className="relative w-screen h-screen bg-gray-900 font-sans overflow-hidden">
{/* The main canvas where the shader is rendered */}
<ShaderCanvas
hue={hue}
speed={speed}
intensity={intensity}
complexity={complexity}
warp={warp}
/>
{/* A title overlay */}
<div className="absolute inset-0 flex items-center justify-center pointer-events-none">
<h1 className="text-5xl md:text-8xl font-bold text-white mix-blend-soft-light text-center select-none">
Aether Flow
</h1>
</div>
{/* The control panel for adjusting shader parameters */}
<div className="absolute bottom-4 left-1/2 -translate-x-1/2 w-full max-w-md p-4">
<div className="bg-black/40 backdrop-blur-lg p-6 rounded-2xl shadow-2xl space-y-4 border border-white/10">
<ControlSlider label="Hue" value={hue} onChange={(e) => setHue(parseFloat(e.target.value))} min="0" max="360" step="1" />
<ControlSlider label="Speed" value={speed} onChange={(e) => setSpeed(parseFloat(e.target.value))} min="0.0" max="1.0" step="0.01" />
<ControlSlider label="Intensity" value={intensity} onChange={(e) => setIntensity(parseFloat(e.target.value))} min="0.1" max="2.0" step="0.01" />
<ControlSlider label="Complexity" value={complexity} onChange={(e) => setComplexity(parseFloat(e.target.value))} min="1.0" max="8.0" step="0.1" />
<ControlSlider label="Warp" value={warp} onChange={(e) => setWarp(parseFloat(e.target.value))} min="0.0" max="1.0" step="0.01" />
</div>
</div>
</div>
);
};
```
Install NPM dependencies:
```bash
three
```
Implementation Guidelines
1. Analyze the component structure and identify all required dependencies
2. Review the component's argumens and state
3. Identify any required context providers or hooks and install them
4. Questions to Ask
- What data/props will be passed to this component?
- Are there any specific state management requirements?
- Are there any required assets (images, icons, etc.)?
- What is the expected responsive behavior?
- What is the best place to use this component in the app?
Steps to integrate
0. Copy paste all the code above in the correct directories
1. Install external dependencies
2. Fill image assets with Unsplash stock images you know exist
3. Use lucide-react icons for svgs or logos if component requires them
You are given a task to integrate an existing React component in the codebase
The codebase should support:
– shadcn project structure
– Tailwind CSS
– Typescript
If it doesn’t, provide instructions on how to setup project via shadcn CLI, install Tailwind or Typescript.
Determine the default path for components and styles.
If default path for components is not /components/ui, provide instructions on why it’s important to create this folder
Copy-paste this component to /components/ui folder:
“`tsx
aether-flow.tsx
import React, { useRef, useEffect } from ‘react’;
import * as THREE from ‘three’;
// — Custom Hook for Shader Animation —
/**
* A custom React hook to encapsulate the Three.js scene, shader material,
* animation loop, and event listeners for a WebGL shader effect.
* @param {React.RefObject
} mountRef – Ref to the container element.
* @param {object} shaderProps – An object containing the shader’s uniform values.
*/
const useShaderAnimation = (mountRef, shaderProps) => {
// Use a ref to hold the Three.js objects to prevent re-creation on every render
const threeRef = useRef(null);
useEffect(() => {
// Ensure the mount point is available
const mount = mountRef.current;
if (!mount) return;
// — Three.js Core Setup (runs only once) —
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(mount.clientWidth, mount.clientHeight);
mount.appendChild(renderer.domElement);
// — Shader Material Setup —
const uniforms = {
u_time: { value: 0.0 },
u_resolution: { value: new THREE.Vector2(mount.clientWidth, mount.clientHeight) },
u_mouse: { value: new THREE.Vector2(0.5, 0.5) },
u_hue: { value: shaderProps.hue },
u_speed: { value: shaderProps.speed },
u_intensity: { value: shaderProps.intensity },
u_complexity: { value: shaderProps.complexity },
u_warp: { value: shaderProps.warp },
};
const vertexShader = `
void main() {
gl_Position = vec4(position, 1.0);
}
`;
const fragmentShader = `
precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform float u_hue;
uniform float u_speed;
uniform float u_intensity;
uniform float u_complexity;
uniform float u_warp;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 – K.www);
return c.z * mix(K.xxx, clamp(p – K.xxx, 0.0, 1.0), c.y);
}
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f * f * (3.0 – 2.0 * f);
return mix(mix(random(i), random(i + vec2(1.0, 0.0)), u.x),
mix(random(i + vec2(0.0, 1.0)), random(i + vec2(1.0, 1.0)), u.x), u.y);
}
float fbm(vec2 st) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < 10; i++) {
if (i >= int(u_complexity)) break;
value += amplitude * noise(st);
st *= 2.0;
amplitude *= 0.5;
}
return value;
}
mat2 rotate(float angle) {
return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
}
void main() {
vec2 uv = (gl_FragCoord.xy * 2.0 – u_resolution.xy) / min(u_resolution.x, u_resolution.y);
float t = u_time * u_speed;
vec2 mouse_uv = (u_mouse * 2.0 – u_resolution.xy) / min(u_resolution.x, u_resolution.y);
float warp_effect = smoothstep(0.7, 0.0, distance(uv, mouse_uv)) * u_warp;
vec2 p = uv * rotate(t * 0.1) + warp_effect;
float n1 = fbm(p * 1.2 + vec2(t * 0.1, t * 0.2));
float n2 = fbm(p * 2.0 + n1 + vec2(-t * 0.25, t * 0.15));
float n3 = fbm(p * 3.5 + n2 + vec2(t * 0.1, -t * 0.2));
float final_noise = n1 * 0.6 + n2 * 0.25 + n3 * 0.15;
float hue_shift = final_noise * 0.1;
float saturation = 0.6 + final_noise * 0.4;
float value = 0.15 + pow(final_noise, 2.5) * u_intensity;
value += pow(smoothstep(0.7, 1.0, final_noise), 3.0) * 0.7 * u_intensity;
vec3 color = hsv2rgb(vec3((u_hue / 360.0) + hue_shift, saturation, value));
color *= 1.0 – smoothstep(0.8, 1.5, length(uv));
gl_FragColor = vec4(color, 1.0);
}
`;
const geometry = new THREE.PlaneGeometry(2, 2);
const material = new THREE.ShaderMaterial({ uniforms, vertexShader, fragmentShader });
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
threeRef.current = { renderer, scene, camera, material };
// — Animation & Event Listeners —
const clock = new THREE.Clock();
let animationFrameId;
const animate = () => {
uniforms.u_time.value = clock.getElapsedTime();
renderer.render(scene, camera);
animationFrameId = requestAnimationFrame(animate);
};
animate();
const handleResize = () => {
if (!mountRef.current) return;
const { clientWidth, clientHeight } = mountRef.current;
renderer.setSize(clientWidth, clientHeight);
uniforms.u_resolution.value.set(clientWidth, clientHeight);
};
window.addEventListener(‘resize’, handleResize);
const handleMouseMove = (e) => {
uniforms.u_mouse.value.x = e.clientX;
uniforms.u_mouse.value.y = window.innerHeight – e.clientY;
};
window.addEventListener(‘mousemove’, handleMouseMove);
// — Cleanup —
return () => {
cancelAnimationFrame(animationFrameId);
window.removeEventListener(‘resize’, handleResize);
window.removeEventListener(‘mousemove’, handleMouseMove);
mount.removeChild(renderer.domElement);
geometry.dispose();
material.dispose();
renderer.dispose();
};
}, []); // Empty dependency array ensures this runs only once
// This effect runs when shaderProps change, updating the uniforms
useEffect(() => {
if (threeRef.current) {
const { material } = threeRef.current;
material.uniforms.u_hue.value = shaderProps.hue;
material.uniforms.u_speed.value = shaderProps.speed;
material.uniforms.u_intensity.value = shaderProps.intensity;
material.uniforms.u_complexity.value = shaderProps.complexity;
material.uniforms.u_warp.value = shaderProps.warp;
}
}, [shaderProps]);
};
// — React Components —
/**
* The core canvas component that utilizes the useShaderAnimation hook.
* @param {object} props – The properties for the shader uniforms.
*/
export const ShaderCanvas = (props) => {
const mountRef = useRef(null);
useShaderAnimation(mountRef, props);
return ;
};
/**
* A reusable slider component for the control panel.
*/
export const ControlSlider = ({ label, value, onChange, min, max, step }) => (
);
demo.tsx
import React, { useState } from ‘react’;
import { ShaderCanvas, ControlSlider } from “@/components/ui/aether-flow”;
export default function DemoOne() {
const [hue, setHue] = useState(260);
const [speed, setSpeed] = useState(0.15);
const [intensity, setIntensity] = useState(0.7);
const [complexity, setComplexity] = useState(6.0);
const [warp, setWarp] = useState(0.4);
return (
{/* The main canvas where the shader is rendered */}
{/* A title overlay */}
Aether Flow
{/* The control panel for adjusting shader parameters */}
setHue(parseFloat(e.target.value))} min=”0″ max=”360″ step=”1″ />
setSpeed(parseFloat(e.target.value))} min=”0.0″ max=”1.0″ step=”0.01″ />
setIntensity(parseFloat(e.target.value))} min=”0.1″ max=”2.0″ step=”0.01″ />
setComplexity(parseFloat(e.target.value))} min=”1.0″ max=”8.0″ step=”0.1″ />
setWarp(parseFloat(e.target.value))} min=”0.0″ max=”1.0″ step=”0.01″ />
);
};
“`
Install NPM dependencies:
“`bash
three
“`
Implementation Guidelines
1. Analyze the component structure and identify all required dependencies
2. Review the component’s argumens and state
3. Identify any required context providers or hooks and install them
4. Questions to Ask
– What data/props will be passed to this component?
– Are there any specific state management requirements?
– Are there any required assets (images, icons, etc.)?
– What is the expected responsive behavior?
– What is the best place to use this component in the app?
Steps to integrate
0. Copy paste all the code above in the correct directories
1. Install external dependencies
2. Fill image assets with Unsplash stock images you know exist
3. Use lucide-react icons for svgs or logos if component requires them