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Card Spotlight

A card component with a spotlight effect revealing a radial gradient background

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Installation

Install dependencies

npm i framer-motion clsx tailwind-merge three @react-three/fiber @types/three

Add util file

lib/utils.ts
import { ClassValue, clsx } from "clsx";
import { twMerge } from "tailwind-merge";
 
export function cn(...inputs: ClassValue[]) {
  return twMerge(clsx(inputs));
}

Copy the source code

components/ui/card-spotlight.tsx

"use client";
 
import { useMotionValue, motion, useMotionTemplate } from "framer-motion";
import React, { MouseEvent as ReactMouseEvent, useState } from "react";
import { CanvasRevealEffect } from "@/components/ui/canvas-reveal-effect";
import { cn } from "@/lib/utils";
 
export const CardSpotlight = ({
  children,
  radius = 350,
  color = "#262626",
  className,
  ...props
}: {
  radius?: number;
  color?: string;
  children: React.ReactNode;
} & React.HTMLAttributes<HTMLDivElement>) => {
  const mouseX = useMotionValue(0);
  const mouseY = useMotionValue(0);
  function handleMouseMove({
    currentTarget,
    clientX,
    clientY,
  }: ReactMouseEvent<HTMLDivElement>) {
    let { left, top } = currentTarget.getBoundingClientRect();
 
    mouseX.set(clientX - left);
    mouseY.set(clientY - top);
  }
 
  const [isHovering, setIsHovering] = useState(false);
  const handleMouseEnter = () => setIsHovering(true);
  const handleMouseLeave = () => setIsHovering(false);
  return (
    <div
      className={cn(
        "group/spotlight p-10 rounded-md relative border border-neutral-800 bg-black dark:border-neutral-800",
        className
      )}
      onMouseMove={handleMouseMove}
      onMouseEnter={handleMouseEnter}
      onMouseLeave={handleMouseLeave}
      {...props}
    >
      <motion.div
        className="pointer-events-none absolute z-0 -inset-px rounded-md opacity-0 transition duration-300 group-hover/spotlight:opacity-100"
        style={{
          backgroundColor: color,
          maskImage: useMotionTemplate`
            radial-gradient(
              ${radius}px circle at ${mouseX}px ${mouseY}px,
              white,
              transparent 80%
            )
          `,
        }}
      >
        {isHovering && (
          <CanvasRevealEffect
            animationSpeed={5}
            containerClassName="bg-transparent absolute inset-0 pointer-events-none"
            colors={[
              [59, 130, 246],
              [139, 92, 246],
            ]}
            dotSize={3}
          />
        )}
      </motion.div>
      {children}
    </div>
  );
};

components/ui/canvas-reveal-effect.tsx

"use client";
import { cn } from "@/lib/utils";
import { Canvas, useFrame, useThree } from "@react-three/fiber";
import React, { useMemo, useRef } from "react";
import * as THREE from "three";
 
export const CanvasRevealEffect = ({
  animationSpeed = 0.4,
  opacities = [0.3, 0.3, 0.3, 0.5, 0.5, 0.5, 0.8, 0.8, 0.8, 1],
  colors = [[0, 255, 255]],
  containerClassName,
  dotSize,
  showGradient = true,
}: {
  /**
   * 0.1 - slower
   * 1.0 - faster
   */
  animationSpeed?: number;
  opacities?: number[];
  colors?: number[][];
  containerClassName?: string;
  dotSize?: number;
  showGradient?: boolean;
}) => {
  return (
    <div className={cn("h-full relative bg-white w-full", containerClassName)}>
      <div className="h-full w-full">
        <DotMatrix
          colors={colors ?? [[0, 255, 255]]}
          dotSize={dotSize ?? 3}
          opacities={
            opacities ?? [0.3, 0.3, 0.3, 0.5, 0.5, 0.5, 0.8, 0.8, 0.8, 1]
          }
          shader={`
              float animation_speed_factor = ${animationSpeed.toFixed(1)};
              float intro_offset = distance(u_resolution / 2.0 / u_total_size, st2) * 0.01 + (random(st2) * 0.15);
              opacity *= step(intro_offset, u_time * animation_speed_factor);
              opacity *= clamp((1.0 - step(intro_offset + 0.1, u_time * animation_speed_factor)) * 1.25, 1.0, 1.25);
            `}
          center={["x", "y"]}
        />
      </div>
      {showGradient && (
        <div className="absolute inset-0 bg-gradient-to-t from-gray-950 to-[84%]" />
      )}
    </div>
  );
};
 
interface DotMatrixProps {
  colors?: number[][];
  opacities?: number[];
  totalSize?: number;
  dotSize?: number;
  shader?: string;
  center?: ("x" | "y")[];
}
 
const DotMatrix: React.FC<DotMatrixProps> = ({
  colors = [[0, 0, 0]],
  opacities = [0.04, 0.04, 0.04, 0.04, 0.04, 0.08, 0.08, 0.08, 0.08, 0.14],
  totalSize = 4,
  dotSize = 2,
  shader = "",
  center = ["x", "y"],
}) => {
  const uniforms = React.useMemo(() => {
    let colorsArray = [
      colors[0],
      colors[0],
      colors[0],
      colors[0],
      colors[0],
      colors[0],
    ];
    if (colors.length === 2) {
      colorsArray = [
        colors[0],
        colors[0],
        colors[0],
        colors[1],
        colors[1],
        colors[1],
      ];
    } else if (colors.length === 3) {
      colorsArray = [
        colors[0],
        colors[0],
        colors[1],
        colors[1],
        colors[2],
        colors[2],
      ];
    }
 
    return {
      u_colors: {
        value: colorsArray.map((color) => [
          color[0] / 255,
          color[1] / 255,
          color[2] / 255,
        ]),
        type: "uniform3fv",
      },
      u_opacities: {
        value: opacities,
        type: "uniform1fv",
      },
      u_total_size: {
        value: totalSize,
        type: "uniform1f",
      },
      u_dot_size: {
        value: dotSize,
        type: "uniform1f",
      },
    };
  }, [colors, opacities, totalSize, dotSize]);
 
  return (
    <Shader
      source={`
        precision mediump float;
        in vec2 fragCoord;
 
        uniform float u_time;
        uniform float u_opacities[10];
        uniform vec3 u_colors[6];
        uniform float u_total_size;
        uniform float u_dot_size;
        uniform vec2 u_resolution;
        out vec4 fragColor;
        float PHI = 1.61803398874989484820459;
        float random(vec2 xy) {
            return fract(tan(distance(xy * PHI, xy) * 0.5) * xy.x);
        }
        float map(float value, float min1, float max1, float min2, float max2) {
            return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
        }
        void main() {
            vec2 st = fragCoord.xy;
            ${
              center.includes("x")
                ? "st.x -= abs(floor((mod(u_resolution.x, u_total_size) - u_dot_size) * 0.5));"
                : ""
            }
            ${
              center.includes("y")
                ? "st.y -= abs(floor((mod(u_resolution.y, u_total_size) - u_dot_size) * 0.5));"
                : ""
            }
      float opacity = step(0.0, st.x);
      opacity *= step(0.0, st.y);
 
      vec2 st2 = vec2(int(st.x / u_total_size), int(st.y / u_total_size));
 
      float frequency = 5.0;
      float show_offset = random(st2);
      float rand = random(st2 * floor((u_time / frequency) + show_offset + frequency) + 1.0);
      opacity *= u_opacities[int(rand * 10.0)];
      opacity *= 1.0 - step(u_dot_size / u_total_size, fract(st.x / u_total_size));
      opacity *= 1.0 - step(u_dot_size / u_total_size, fract(st.y / u_total_size));
 
      vec3 color = u_colors[int(show_offset * 6.0)];
 
      ${shader}
 
      fragColor = vec4(color, opacity);
      fragColor.rgb *= fragColor.a;
        }`}
      uniforms={uniforms}
      maxFps={60}
    />
  );
};
 
type Uniforms = {
  [key: string]: {
    value: number[] | number[][] | number;
    type: string;
  };
};
const ShaderMaterial = ({
  source,
  uniforms,
  maxFps = 60,
}: {
  source: string;
  hovered?: boolean;
  maxFps?: number;
  uniforms: Uniforms;
}) => {
  const { size } = useThree();
  const ref = useRef<THREE.Mesh>();
  let lastFrameTime = 0;
 
  useFrame(({ clock }) => {
    if (!ref.current) return;
    const timestamp = clock.getElapsedTime();
    if (timestamp - lastFrameTime < 1 / maxFps) {
      return;
    }
    lastFrameTime = timestamp;
 
    const material: any = ref.current.material;
    const timeLocation = material.uniforms.u_time;
    timeLocation.value = timestamp;
  });
 
  const getUniforms = () => {
    const preparedUniforms: any = {};
 
    for (const uniformName in uniforms) {
      const uniform: any = uniforms[uniformName];
 
      switch (uniform.type) {
        case "uniform1f":
          preparedUniforms[uniformName] = { value: uniform.value, type: "1f" };
          break;
        case "uniform3f":
          preparedUniforms[uniformName] = {
            value: new THREE.Vector3().fromArray(uniform.value),
            type: "3f",
          };
          break;
        case "uniform1fv":
          preparedUniforms[uniformName] = { value: uniform.value, type: "1fv" };
          break;
        case "uniform3fv":
          preparedUniforms[uniformName] = {
            value: uniform.value.map((v: number[]) =>
              new THREE.Vector3().fromArray(v)
            ),
            type: "3fv",
          };
          break;
        case "uniform2f":
          preparedUniforms[uniformName] = {
            value: new THREE.Vector2().fromArray(uniform.value),
            type: "2f",
          };
          break;
        default:
          console.error(`Invalid uniform type for '${uniformName}'.`);
          break;
      }
    }
 
    preparedUniforms["u_time"] = { value: 0, type: "1f" };
    preparedUniforms["u_resolution"] = {
      value: new THREE.Vector2(size.width * 2, size.height * 2),
    }; // Initialize u_resolution
    return preparedUniforms;
  };
 
  // Shader material
  const material = useMemo(() => {
    const materialObject = new THREE.ShaderMaterial({
      vertexShader: `
      precision mediump float;
      in vec2 coordinates;
      uniform vec2 u_resolution;
      out vec2 fragCoord;
      void main(){
        float x = position.x;
        float y = position.y;
        gl_Position = vec4(x, y, 0.0, 1.0);
        fragCoord = (position.xy + vec2(1.0)) * 0.5 * u_resolution;
        fragCoord.y = u_resolution.y - fragCoord.y;
      }
      `,
      fragmentShader: source,
      uniforms: getUniforms(),
      glslVersion: THREE.GLSL3,
      blending: THREE.CustomBlending,
      blendSrc: THREE.SrcAlphaFactor,
      blendDst: THREE.OneFactor,
    });
 
    return materialObject;
  }, [size.width, size.height, source]);
 
  return (
    <mesh ref={ref as any}>
      <planeGeometry args={[2, 2]} />
      <primitive object={material} attach="material" />
    </mesh>
  );
};
 
const Shader: React.FC<ShaderProps> = ({ source, uniforms, maxFps = 60 }) => {
  return (
    <Canvas className="absolute inset-0  h-full w-full">
      <ShaderMaterial source={source} uniforms={uniforms} maxFps={maxFps} />
    </Canvas>
  );
};
interface ShaderProps {
  source: string;
  uniforms: {
    [key: string]: {
      value: number[] | number[][] | number;
      type: string;
    };
  };
  maxFps?: number;
}

Props

Prop NameTypeDefault ValueDescription
childrenReact.ReactNodeRequiredThe content to be rendered inside the card.
radiusnumber350The radius of the spotlight effect in pixels.
colorstring"#262626"The background color of the spotlight effect.
classNamestringundefinedAdditional CSS classes to be applied to the con

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Manu is the man! He is the best front-end developer I have worked with. He took the requirements and quite literally ran with them. We are super happy with the result and product we go...

John Shahawy

Founder at Rogue and Moonbeam

A product by Aceternity
Building in public at @mannupaaji