"use client"; import { useEffect, useRef } from "react"; export function HeroShader() { const canvasRef = useRef(null); useEffect(() => { const canvas = canvasRef.current; if (!canvas) return; const ctx = canvas.getContext("2d"); if (!ctx) return; let t = 0; let animationFrameId: number; const resize = () => { const dpr = window.devicePixelRatio || 1; canvas.width = canvas.offsetWidth * dpr; canvas.height = canvas.offsetHeight * dpr; ctx.setTransform(dpr, 0, 0, dpr, 0, 0); }; resize(); window.addEventListener("resize", resize); const draw = () => { // Clear canvas with some transparency for trails? // Or just clear completely given the math looks like it redraws? // Tweet says background(9), which is very dark. // Tweetcarts usually redraw fully or rely on trails. // Given complexity, let's clear fully first. ctx.fillStyle = "#090909"; // background(9) approximation // ctx.fillRect(0, 0, canvas.width, canvas.height); // Actually, let's make it transparent so it blends with our site ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "rgba(255, 255, 255, 0.5)"; // stroke(w, 116) approx white with alpha // Model space tuned for ~400x400 tweetcart output. const baseSize = 400; const scale = Math.min(canvas.width, canvas.height) / baseSize; const canvasWidth = canvas.offsetWidth; const canvasHeight = canvas.offsetHeight; // Center of drawing - positioned to the right and aligned with content const cx = canvasWidth * 0.7; const cy = canvasHeight * 0.52; // Loop for points // for(t+=PI/90,i=1e4;i--;)a() t += Math.PI / 90; const density = Math.max(1, scale); const pointCount = Math.min(18000, Math.floor(10000 * density)); for (let i = pointCount; i > 0; i--) { // y = i / 790 let y = i / 790; // k = (y<8 ? 9+sin(y^9)*6 : 4+cos(y)) * cos(i+t/4) // Note: processing sin(y^9) is bitwise XOR in JS, but usually in math it's power? // "y^9" in many tweetcarts (JS) is XOR if it's straight JS evaluation, // but if it's GLSL it might mean pow. // Given "tweetcart", it's likely JS/Processing, where ^ is XOR in standard JS but often used as Pow in math context? // Processing language: ^ is bitwise XOR. pow(n, e) is power. // Let's assume XOR as it's common in condensed code. // Wait, standard JS `^` is XOR. let k_term1 = (y < 8) ? (9 + Math.sin(y ** 9) * 6) // Trying Power first as it produces curves : (4 + Math.cos(y)); // Wait, dweet/tweetcart usually use JS syntax. // Let's try to replicate exact syntax logic. // Logic: k = (condition) * cos(i + t/4) // Re-evaluating y^9. If y is float, XOR converts to int. // y = i / 790, which is float. // Let's stick to Math.pow for smoother graphs if intended. // But let's try standard JS behavior for ^ (XOR) might be intended for glitchy look? // Let's try power first. const k = ((y < 8) ? (9 + Math.sin(Math.pow(y, 9)) * 6) : (4 + Math.cos(y))) * Math.cos(i + t / 4); // e = y/3 - 13 + cos(e ?? no, that was likely comma operator) // Original: d=mag(k=(...), e=y/3-13) + cos(e+t*2+i%2*4) // mag(a, b) = sqrt(a*a + b*b) // So args to mag are k and e. const e = y / 3 - 13; const mag_ke = Math.sqrt(k * k + e * e); // d = mag(...) + cos(e + t*2 + i%2*4) const d = mag_ke + Math.cos(e + t * 2 + (i % 2) * 4); // c = d/4 - t/2 + i%2*3 const c = d / 4 - t / 2 + (i % 2) * 3; // q = y * k / 5 * (2 + sin(d*2 + y - t*4)) + 80 const q = y * k / 5 * (2 + Math.sin(d * 2 + y - t * 4)) + 80; // Original offsets assume a 400x400 canvas; map from model space to screen space. const modelX = q * Math.cos(c) + 200; const modelY = q * Math.sin(c) + d * 9 + 60; const x = cx + (modelX - 200) * scale; const y_out = cy + (modelY - 200) * scale; const pointSize = Math.min(2 * scale, 3.5); ctx.fillRect(x, y_out, pointSize, pointSize); } animationFrameId = requestAnimationFrame(draw); }; draw(); return () => { window.removeEventListener("resize", resize); cancelAnimationFrame(animationFrameId); }; }, []); return ( ); }