mirror of
https://github.com/better-auth/better-auth.git
synced 2026-08-01 10:50:40 -05:00
206 lines
5.2 KiB
TypeScript
206 lines
5.2 KiB
TypeScript
// spell-checker:disable
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"use client";
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import { useLayoutEffect, useRef } from "react";
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const VERTEX_SHADER = `
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attribute vec2 a_position;
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void main() {
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gl_Position = vec4(a_position, 0.0, 1.0);
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}`;
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const FRAGMENT_SHADER = `
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precision highp float;
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uniform float u_time;
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uniform vec2 u_resolution;
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//
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// Simplex 2D noise (Ashima Arts)
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//
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vec3 mod289(vec3 x) { return x - floor(x * (1.0/289.0)) * 289.0; }
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vec2 mod289(vec2 x) { return x - floor(x * (1.0/289.0)) * 289.0; }
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vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
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float snoise(vec2 v) {
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const vec4 C = vec4(
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0.211324865405187,
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0.366025403784439,
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-0.577350269189626,
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0.024390243902439
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);
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vec2 i = floor(v + dot(v, C.yy));
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod289(i);
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vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m;
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m = m*m;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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// Fractal Brownian Motion
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float fbm(vec2 p) {
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float value = 0.0;
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float amp = 0.5;
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float freq = 1.0;
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for (int i = 0; i < 6; i++) {
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value += amp * snoise(p * freq);
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freq *= 2.0;
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amp *= 0.5;
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}
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return value;
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution.xy;
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float aspect = u_resolution.x / u_resolution.y;
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vec2 p = vec2(uv.x * aspect, uv.y) * 2.5;
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float t = u_time * 0.04;
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// Domain warping - feed noise into noise for organic flowing shapes
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vec2 q = vec2(
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fbm(p + vec2(0.0, 0.0) + t * 0.3),
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fbm(p + vec2(5.2, 1.3) + t * 0.2)
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);
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vec2 r = vec2(
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fbm(p + 4.0 * q + vec2(1.7, 9.2) + t * 0.15),
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fbm(p + 4.0 * q + vec2(8.3, 2.8) + t * 0.12)
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);
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float f = fbm(p + 4.0 * r);
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// Build the color - dark smoky clouds
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float brightness = (f * f * f + 0.6 * f * f + 0.5 * f);
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// Remap to 0-1 range and darken overall
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brightness = clamp(brightness, 0.0, 1.0);
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brightness *= 0.12;
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// Fade out on the left side for subtlety
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float leftFade = smoothstep(0.0, 0.45, uv.x);
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brightness *= leftFade;
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// Slight vignette to darken edges
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vec2 vc = uv - 0.5;
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float vignette = 1.0 - dot(vc, vc) * 0.8;
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brightness *= vignette;
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gl_FragColor = vec4(vec3(brightness), 1.0);
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}`;
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export function HalftoneBackground() {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const frameRef = useRef<number>(0);
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useLayoutEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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const gl = canvas.getContext("webgl", {
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alpha: false,
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antialias: false,
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preserveDrawingBuffer: false,
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});
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if (!gl) return;
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// Compile shaders
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function createShader(type: number, source: string) {
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const shader = gl!.createShader(type)!;
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gl!.shaderSource(shader, source);
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gl!.compileShader(shader);
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return shader;
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}
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const vs = createShader(gl.VERTEX_SHADER, VERTEX_SHADER);
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const fs = createShader(gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
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const program = gl.createProgram()!;
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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gl.useProgram(program);
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// Fullscreen quad
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const buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),
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gl.STATIC_DRAW,
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);
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const aPosition = gl.getAttribLocation(program, "a_position");
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gl.enableVertexAttribArray(aPosition);
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gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0);
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const uTime = gl.getUniformLocation(program, "u_time");
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const uResolution = gl.getUniformLocation(program, "u_resolution");
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const startTime = performance.now();
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const resize = () => {
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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const scale = 0.5 * dpr;
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canvas.width = canvas.offsetWidth * scale;
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canvas.height = canvas.offsetHeight * scale;
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gl.viewport(0, 0, canvas.width, canvas.height);
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};
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resize();
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window.addEventListener("resize", resize);
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const draw = () => {
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const elapsed = (performance.now() - startTime) / 1000;
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gl.uniform1f(uTime, elapsed);
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gl.uniform2f(uResolution, canvas.width, canvas.height);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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frameRef.current = requestAnimationFrame(draw);
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};
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// Draw the first frame synchronously so the canvas has content before paint
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gl.uniform1f(uTime, 0);
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gl.uniform2f(uResolution, canvas.width, canvas.height);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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frameRef.current = requestAnimationFrame(draw);
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return () => {
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cancelAnimationFrame(frameRef.current);
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window.removeEventListener("resize", resize);
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gl.deleteProgram(program);
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gl.deleteShader(vs);
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gl.deleteShader(fs);
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gl.deleteBuffer(buffer);
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};
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}, []);
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return (
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<div
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className="absolute inset-0 overflow-hidden bg-background pointer-events-none"
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aria-hidden="true"
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>
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<canvas
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ref={canvasRef}
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className="w-full h-full invert opacity-50 dark:invert-0 dark:opacity-100"
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/>
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</div>
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);
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}
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