01
THE_STORM
LIVE // WEBGL
STRIKE
YOUR CONFIG [+]
<LabLightning :hue="230" :x-offset="0" :speed="1" :intensity="1" :size="1" :strike-mode="true" :interval="3" />
THE WHOLE COMPONENT [+]
<template>
<div ref="containerRef" class="lightning-container" aria-hidden="true">
<canvas ref="canvasRef" class="lightning-canvas"></canvas>
</div>
</template>
<script setup lang="ts">
import { onBeforeUnmount, onMounted, ref } from "vue"
// Vue port of React Bits' Lightning — fbm-distorted bolt with volumetric fog,
// one fragment shader on raw WebGL. https://reactbits.dev/backgrounds/lightning
// Extra on top of the original: strikeMode — the bolt only appears in short
// random bursts, and every burst jumps the shader time so no two look alike.
const props = withDefaults(defineProps<{
hue?: number
xOffset?: number
speed?: number
intensity?: number
size?: number
strikeMode?: boolean
interval?: number // average seconds between strikes (strikeMode only)
}>(), {
hue: 230,
xOffset: 0,
speed: 1,
intensity: 1,
size: 1,
strikeMode: false,
interval: 3,
})
const containerRef = ref<HTMLDivElement | null>(null)
const canvasRef = ref<HTMLCanvasElement | null>(null)
const vertexShaderSource = `
attribute vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`
const fragmentShaderSource = `
precision mediump float;
uniform vec2 iResolution;
uniform float iTime;
uniform float uHue;
uniform float uXOffset;
uniform float uSpeed;
uniform float uIntensity;
uniform float uSize;
#define OCTAVE_COUNT 10
vec3 hsv2rgb(vec3 c) {
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
return c.z * mix(vec3(1.0), rgb, c.y);
}
float hash11(float p) {
p = fract(p * .1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
mat2 rotate2d(float theta) {
float c = cos(theta);
float s = sin(theta);
return mat2(c, -s, s, c);
}
float noise(vec2 p) {
vec2 ip = floor(p);
vec2 fp = fract(p);
float a = hash12(ip);
float b = hash12(ip + vec2(1.0, 0.0));
float c = hash12(ip + vec2(0.0, 1.0));
float d = hash12(ip + vec2(1.0, 1.0));
vec2 t = smoothstep(0.0, 1.0, fp);
return mix(mix(a, b, t.x), mix(c, d, t.x), t.y);
}
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
for (int i = 0; i < OCTAVE_COUNT; ++i) {
value += amplitude * noise(p);
p *= rotate2d(0.45);
p *= 2.0;
amplitude *= 0.5;
}
return value;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord / iResolution.xy;
uv = 2.0 * uv - 1.0;
uv.x *= iResolution.x / iResolution.y;
uv.x += uXOffset;
uv += 2.0 * fbm(uv * uSize + 0.8 * iTime * uSpeed) - 1.0;
float dist = abs(uv.x);
vec3 baseColor = hsv2rgb(vec3(uHue / 360.0, 0.7, 0.8));
vec3 col = baseColor * pow(mix(0.0, 0.07, hash11(iTime * uSpeed)) / dist, 1.0) * uIntensity;
col = pow(col, vec3(1.0));
float a = clamp(max(col.r, max(col.g, col.b)), 0.0, 1.0);
fragColor = vec4(col, a);
}
void main() {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
`
let gl: WebGLRenderingContext | null = null
let raf = 0
let running = false
let io: IntersectionObserver | undefined
let loc: Record<string, WebGLUniformLocation | null> = {}
let startTime = 0
let timeJump = 0
let strikeStart = -1
let strikeDur = 0
let nextStrikeAt = 0
let flicker: number[] = []
function resizeCanvas() {
const canvas = canvasRef.value
if (!canvas) return
canvas.width = canvas.clientWidth
canvas.height = canvas.clientHeight
}
function initGL(): boolean {
const canvas = canvasRef.value
if (!canvas) return false
gl = canvas.getContext("webgl", { alpha: true, premultipliedAlpha: false })
if (!gl) return false
const compile = (source: string, type: number) => {
const shader = gl!.createShader(type)!
gl!.shaderSource(shader, source)
gl!.compileShader(shader)
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("Shader compile error:", gl!.getShaderInfoLog(shader))
return null
}
return shader
}
const vs = compile(vertexShaderSource, gl.VERTEX_SHADER)
const fs = compile(fragmentShaderSource, gl.FRAGMENT_SHADER)
if (!vs || !fs) return false
const program = gl.createProgram()!
gl.attachShader(program, vs)
gl.attachShader(program, fs)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error("Program linking error:", gl.getProgramInfoLog(program))
return false
}
gl.useProgram(program)
const vertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1])
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)
const aPosition = gl.getAttribLocation(program, "aPosition")
gl.enableVertexAttribArray(aPosition)
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0)
for (const name of ["iResolution", "iTime", "uHue", "uXOffset", "uSpeed", "uIntensity", "uSize"]) {
loc[name] = gl.getUniformLocation(program, name)
}
return true
}
/* strikeMode envelope: 0 between strikes, a fresh random flicker curve during one */
function strikeEnvelope(now: number): number {
if (now >= nextStrikeAt && strikeStart < 0) beginStrike(now)
if (strikeStart < 0) return 0
const t = (now - strikeStart) / strikeDur
if (t >= 1) {
strikeStart = -1
return 0
}
const pos = t * (flicker.length - 1)
const i = Math.floor(pos)
return flicker[i] + (flicker[i + 1] - flicker[i]) * (pos - i)
}
function beginStrike(now: number) {
strikeStart = now
strikeDur = 280 + Math.random() * 350
timeJump = Math.random() * 1000 // new shader time = new bolt shape
flicker = [0, 1, 0.3 + Math.random() * 0.4, 0.8 + Math.random() * 0.2, 0.35, 0]
nextStrikeAt = now + props.interval * 1000 * (0.5 + Math.random())
}
function drawFrame(now: number) {
const canvas = canvasRef.value
if (!gl || !canvas) return
resizeCanvas()
gl.viewport(0, 0, canvas.width, canvas.height)
gl.uniform2f(loc.iResolution, canvas.width, canvas.height)
gl.uniform1f(loc.iTime, (now - startTime) / 1000.0 + timeJump)
gl.uniform1f(loc.uHue, props.hue)
gl.uniform1f(loc.uXOffset, props.xOffset)
gl.uniform1f(loc.uSpeed, props.speed)
gl.uniform1f(loc.uSize, props.size)
const env = props.strikeMode ? strikeEnvelope(now) : 1
gl.uniform1f(loc.uIntensity, props.intensity * env)
gl.clearColor(0, 0, 0, 0)
gl.clear(gl.COLOR_BUFFER_BIT)
if (env > 0) gl.drawArrays(gl.TRIANGLES, 0, 6)
}
function loop(now: number) {
drawFrame(now)
raf = requestAnimationFrame(loop)
}
function start() {
if (running) return
if (!gl && !initGL()) return
running = true
startTime = performance.now()
nextStrikeAt = startTime + 500
strikeStart = -1
raf = requestAnimationFrame(loop)
}
function stop() {
running = false
cancelAnimationFrame(raf)
}
onMounted(() => {
resizeCanvas()
window.addEventListener("resize", resizeCanvas)
// reduced motion: one static frame, no animation loop
if (window.matchMedia("(prefers-reduced-motion: reduce)").matches) {
if (initGL()) {
startTime = performance.now()
const env = props.strikeMode
if (!env) drawFrame(startTime)
}
return
}
io = new IntersectionObserver(
([entry]) => (entry.isIntersecting ? start() : stop()),
{ threshold: 0.1 },
)
if (containerRef.value) io.observe(containerRef.value)
})
onBeforeUnmount(() => {
io?.disconnect()
window.removeEventListener("resize", resizeCanvas)
stop()
gl?.getExtension("WEBGL_lose_context")?.loseContext()
gl = null
})
/* manual trigger: in strikeMode fires a strike now, otherwise jumps to a new bolt */
function strikeNow() {
if (props.strikeMode) {
beginStrike(performance.now())
} else {
timeJump = Math.random() * 1000
}
if (!running && gl) drawFrame(performance.now())
}
defineExpose({ strike: strikeNow })
</script>
<style scoped>
.lightning-container {
width: 100%;
height: 100%;
position: relative;
pointer-events: none;
overflow: hidden;
}
.lightning-canvas { position: absolute; inset: 0; width: 100%; height: 100%; }
</style>
SOURCE: ported from reactbits.dev/backgrounds/lightning (React) to Vue 3, raw WebGL, no wrapper library. Strike mode and the per-strike time jump are additions from this lab.