R3F Blob
Animated Blob Using React Three Fiber
Animated Blob Using React Three Fiber
npm install three @react-three/fiber @react-three/drei
const vertexShader = `uniform float u_intensity;uniform float u_time;varying vec2 vUv;varying float vDisplacement;// Classic Perlin 3D Noise functionsvec4 permute(vec4 x) {return mod(((x*34.0)+1.0)*x, 289.0);}vec4 taylorInvSqrt(vec4 r) {return 1.79284291400159 - 0.85373472095314 * r;}vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}float cnoise(vec3 P) {vec3 Pi0 = floor(P);vec3 Pi1 = Pi0 + vec3(1.0);Pi0 = mod(Pi0, 289.0);Pi1 = mod(Pi1, 289.0);vec3 Pf0 = fract(P);vec3 Pf1 = Pf0 - vec3(1.0);vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);vec4 iy = vec4(Pi0.yy, Pi1.yy);vec4 iz0 = Pi0.zzzz;vec4 iz1 = Pi1.zzzz;vec4 ixy = permute(permute(ix) + iy);vec4 ixy0 = permute(ixy + iz0);vec4 ixy1 = permute(ixy + iz1);vec4 gx0 = ixy0 / 7.0;vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;gx0 = fract(gx0);vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);vec4 sz0 = step(gz0, vec4(0.0));gx0 -= sz0 * (step(0.0, gx0) - 0.5);gy0 -= sz0 * (step(0.0, gy0) - 0.5);vec4 gx1 = ixy1 / 7.0;vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;gx1 = fract(gx1);vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);vec4 sz1 = step(gz1, vec4(0.0));gx1 -= sz1 * (step(0.0, gx1) - 0.5);gy1 -= sz1 * (step(0.0, gy1) - 0.5);vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));g000 *= norm0.x;g010 *= norm0.y;g100 *= norm0.z;g110 *= norm0.w;vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));g001 *= norm1.x;g011 *= norm1.y;g101 *= norm1.z;g111 *= norm1.w;float n000 = dot(g000, Pf0);float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));float n111 = dot(g111, Pf1);vec3 fade_xyz = fade(Pf0);vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);return 2.2 * n_xyz;}void main() {vUv = uv;vDisplacement = cnoise(position + vec3(2.0 * u_time));vec3 newPosition = position + normal * (u_intensity * vDisplacement);vec4 modelPosition = modelMatrix * vec4(newPosition, 1.0);vec4 viewPosition = viewMatrix * modelPosition;vec4 projectedPosition = projectionMatrix * viewPosition;gl_Position = projectedPosition;}`;