A WebGL image that breaks into pixel blocks under the cursor, then falls back when you stop
npx atelier-ui add pixel-imagenpm install three @react-three/fiber @react-three/dreiimport { shaderMaterial } from "@react-three/drei"
import { extend, type ThreeElement, useFrame } from "@react-three/fiber"
import { useMemo, useRef } from "react"
import { DataTexture, FloatType, NearestFilter, RGBAFormat, Texture, Vector2 } from "three"
import { type Pointer, WebglImage } from "../webgl-image/webgl-image"
declare module "@react-three/fiber" {
interface ThreeElements {
pixelImageMat: ThreeElement<typeof PixelImageMat>
}
}
const vertexShader = /* glsl */ `
precision highp float;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
const fragmentShader = /* glsl */ `
precision highp float;
varying vec2 vUv;
uniform sampler2D uMap;
uniform sampler2D uGrid;
uniform float uStrength;
uniform float uAberration;
void main() {
vec2 offset = texture2D(uGrid, vUv).rg * uStrength;
vec2 uv = vUv - offset;
vec2 shift = offset * uAberration;
gl_FragColor = vec4(
texture2D(uMap, uv - shift).r,
texture2D(uMap, uv).g,
texture2D(uMap, uv + shift).b,
1.0
);
}
`
const PixelImageMat = shaderMaterial(
{
uMap: new Texture(),
uGrid: new Texture(),
uStrength: 0.5,
uAberration: 0.5,
},
vertexShader,
fragmentShader,
)
extend({ PixelImageMat })
const REFERENCE_FPS = 60
type PixelImageMaterialProps = {
map: Texture
pointer: Pointer
gridSize: number
interactionRadius: number
strength: number
aberration: number
trail: number
}
export type PixelImageProps = {
src: string
alt: string
gridSize?: number
interactionRadius?: number
strength?: number
aberration?: number
trail?: number
segments?: number
webglEnabled?: boolean
} & Omit<React.ComponentPropsWithoutRef<"img">, "src" | "alt">
function PixelImageMaterial({
map,
pointer,
gridSize,
interactionRadius,
strength,
aberration,
trail,
}: PixelImageMaterialProps) {
const ref = useRef<InstanceType<typeof PixelImageMat>>(null)
const previous = useMemo(() => new Vector2(0.5, 0.5), [])
const grid = useMemo(() => {
const data = new Float32Array(gridSize * gridSize * 4)
const texture = new DataTexture(data, gridSize, gridSize, RGBAFormat, FloatType)
texture.magFilter = NearestFilter
texture.minFilter = NearestFilter
texture.needsUpdate = true
return { texture, data }
}, [gridSize])
useFrame((_, delta) => {
const material = ref.current
if (!material) return
const { data } = grid
const velocityX = (pointer.uv.x - previous.x) * pointer.hover
const velocityY = (pointer.uv.y - previous.y) * pointer.hover
previous.copy(pointer.uv)
const fade = trail ** (delta * REFERENCE_FPS)
const cursorColumn = pointer.uv.x * gridSize
const cursorRow = pointer.uv.y * gridSize
for (let row = 0; row < gridSize; row++) {
for (let column = 0; column < gridSize; column++) {
const index = (row * gridSize + column) * 4
const distance = Math.hypot(column - cursorColumn, row - cursorRow)
const falloff = Math.max(0, 1 - distance / interactionRadius)
data[index] = data[index] * fade + velocityX * falloff
data[index + 1] = data[index + 1] * fade + velocityY * falloff
}
}
grid.texture.needsUpdate = true
material.uMap = map
material.uGrid = grid.texture
material.uStrength = strength
material.uAberration = aberration
})
return (
<pixelImageMat
ref={ref}
key={PixelImageMat.key}
uMap={map}
uGrid={grid.texture}
transparent
/>
)
}
export function PixelImage({
src,
alt,
gridSize = 22,
interactionRadius = 4,
strength = 1.65,
aberration = 0.25,
trail = 0.93,
segments = 1,
webglEnabled = true,
...rest
}: PixelImageProps) {
return (
<WebglImage
src={src}
alt={alt}
segments={segments}
webglEnabled={webglEnabled}
material={(map, pointer) => (
<PixelImageMaterial
map={map}
pointer={pointer}
gridSize={gridSize}
interactionRadius={interactionRadius}
strength={strength}
aberration={aberration}
trail={trail}
/>
)}
{...rest}
/>
)
}
import { useTexture } from "@react-three/drei"
import { useFrame, useThree } from "@react-three/fiber"
import {
type ComponentRef,
type RefObject,
useEffect,
useLayoutEffect,
useMemo,
useRef,
} from "react"
import { type Mesh, type Texture, Vector2 } from "three"
import { webglTeleport } from "../webgl-portal/webgl-portal"
export type Pointer = {
uv: Vector2
hover: number
}
type WebglImageProps = {
src: string
alt: string
material?: (map: Texture, pointer: Pointer) => React.ReactNode
webglEnabled?: boolean
segments?: number
zIndex?: number
/**
* Re-measures the DOM rect every frame so the plane follows animated parents (motion, parallax).
* Costs one layout read per frame, so only enable it when needed.
*/
autoReflow?: boolean
} & Omit<React.ComponentPropsWithoutRef<"img">, "children" | "src" | "alt">
type PlaneProps = {
el: RefObject<HTMLImageElement | null>
src: string
segments: number
material?: (map: Texture, pointer: Pointer) => React.ReactNode
pointer: Pointer
zIndex: number
autoReflow: boolean
}
function Plane({ el, src, segments, material, pointer, zIndex, autoReflow }: PlaneProps) {
const mesh = useRef<Mesh>(null)
const texture = useTexture(src)
const size = useThree((s) => s.size)
const viewport = useThree((s) => s.viewport)
const fitScale = useRef({ x: 1, y: 1 })
const bounds = useRef({ x: 0, y: 0, width: 0, height: 0 })
useLayoutEffect(() => {
const target = el.current
if (!target) return
const measure = () => {
const m = mesh.current
if (!m) return
// Rect in document coords (top/left offset by current scroll at measure time),
// so we can later derive viewport position with just `window.scrollX/Y`,
// instead of recalculating bounds on every render
const rect = target.getBoundingClientRect()
bounds.current.x = rect.left + window.scrollX
bounds.current.y = rect.top + window.scrollY
bounds.current.width = rect.width
bounds.current.height = rect.height
// Replicate CSS object-fit: cover crops via UV repeat/offset; contain shrinks the mesh scale
// because UVs alone can't letterbox: the plane would still fill the element.
const image = texture.image as HTMLImageElement
const objectFit = getComputedStyle(target).objectFit
const planeAspect = rect.width / rect.height
const imageAspect = image.width / image.height
let repeatU = 1
let repeatV = 1
fitScale.current.x = 1
fitScale.current.y = 1
if (objectFit === "cover") {
if (planeAspect > imageAspect) {
repeatV = imageAspect / planeAspect
} else {
repeatU = planeAspect / imageAspect
}
} else if (objectFit === "contain") {
if (planeAspect > imageAspect) {
fitScale.current.x = imageAspect / planeAspect
} else {
fitScale.current.y = planeAspect / imageAspect
}
}
const offsetU = (1 - repeatU) / 2
const offsetV = (1 - repeatV) / 2
const uvAttribute = m.geometry.attributes.uv
for (let iy = 0; iy <= segments; iy++) {
for (let ix = 0; ix <= segments; ix++) {
const idx = iy * (segments + 1) + ix
const u = ix / segments
const v = 1 - iy / segments
uvAttribute.setXY(idx, u * repeatU + offsetU, v * repeatV + offsetV)
}
}
uvAttribute.needsUpdate = true
}
measure()
const ro = new ResizeObserver(measure)
ro.observe(target)
ro.observe(document.body)
return () => ro.disconnect()
}, [el, texture, segments])
useFrame(() => {
const m = mesh.current
if (!m) return
const pxToWorld = viewport.height / size.height
// autoReflow re-reads the rect each frame so the mesh follows parent
// CSS transforms (e.g. parallax). One layout read per frame.
if (autoReflow && el.current) {
const rect = el.current.getBoundingClientRect()
m.position.x = (rect.left + rect.width / 2 - size.width / 2) * pxToWorld
m.position.y = -(rect.top + rect.height / 2 - size.height / 2) * pxToWorld
m.scale.x = rect.width * pxToWorld * fitScale.current.x
m.scale.y = rect.height * pxToWorld * fitScale.current.y
return
}
const { x, y, width, height } = bounds.current
m.position.x = (x + width / 2 - window.scrollX - size.width / 2) * pxToWorld
m.position.y = -(y + height / 2 - window.scrollY - size.height / 2) * pxToWorld
m.scale.x = width * pxToWorld * fitScale.current.x
m.scale.y = height * pxToWorld * fitScale.current.y
})
return (
<mesh ref={mesh} renderOrder={zIndex}>
<planeGeometry args={[1, 1, segments, segments]} />
{material ? (
material(texture, pointer)
) : (
<meshBasicMaterial map={texture} transparent />
)}
</mesh>
)
}
export function WebglImage({
src,
alt,
className,
style,
material,
webglEnabled = true,
segments = 1,
zIndex = 0,
autoReflow = false,
...rest
}: WebglImageProps) {
const el = useRef<ComponentRef<"img">>(null)
const pointer = useMemo<Pointer>(() => {
return {
uv: new Vector2(0.5, 0.5),
hover: 0,
}
}, [])
useEffect(() => {
if (!webglEnabled) return
const target = el.current
if (!target) return
// Pointer events still fire on the DOM element through opacity:0,
// so the browser tells us when the cursor is over it.
const onMove = (e: PointerEvent) => {
const { width, left, top, height } = target.getBoundingClientRect()
const x = (e.clientX - left) / width
const y = 1 - (e.clientY - top) / height
pointer.uv.set(x, y)
}
const onEnter = () => (pointer.hover = 1)
const onLeave = () => (pointer.hover = 0)
target.addEventListener("pointermove", onMove)
target.addEventListener("pointerenter", onEnter)
target.addEventListener("pointerleave", onLeave)
return () => {
target.removeEventListener("pointermove", onMove)
target.removeEventListener("pointerenter", onEnter)
target.removeEventListener("pointerleave", onLeave)
}
}, [webglEnabled, pointer])
return (
<>
<img
ref={el}
src={src}
alt={alt}
className={className}
style={webglEnabled ? { ...style, opacity: 0 } : style}
{...rest}
/>
{webglEnabled && (
<webglTeleport.In>
<Plane
el={el}
src={src}
segments={segments}
material={material}
pointer={pointer}
zIndex={zIndex}
autoReflow={autoReflow}
/>
</webglTeleport.In>
)}
</>
)
}
| Name | Type | Default | Description |
|---|---|---|---|
| src | string | — | Image source. |
| alt | string | — | Image alt text. |
| gridSize | number | 22 | Pixel blocks per axis. |
| interactionRadius | number | 4 | Cursor push radius. |
| strength | number | 1.65 | Drag strength. |
| aberration | number | 0.25 | RGB channel split. |
| trail | number | 0.93 | Trail persistence. |
| segments | number | 1 | Plane geometry subdivisions. |
| webglEnabled | boolean | true | Toggle WebGL effect on/off. |
| ...props | ImgHTMLAttributes | — | Other <img> attributes forwarded to the underlying element. |
React Three Fiber
React renderer for Three.js.
Drei
React Three Fiber utilities.