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Vortex Background

A wavy, swirly, vortex background ideal for CTAs and backgrounds.

The hell is this?

This is chemical burn. It'll hurt more than you've ever been burned and you'll have a scar.

Installation

Install dependencies

npm i framer-motion clsx tailwind-merge simplex-noise

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/vortex.tsx

import { cn } from "@/lib/utils";
import React, { useEffect, useRef } from "react";
import { createNoise3D } from "simplex-noise";
import { motion } from "framer-motion";
 
interface VortexProps {
  children?: any;
  className?: string;
  containerClassName?: string;
  particleCount?: number;
  rangeY?: number;
  baseHue?: number;
  baseSpeed?: number;
  rangeSpeed?: number;
  baseRadius?: number;
  rangeRadius?: number;
  backgroundColor?: string;
}
 
export const Vortex = (props: VortexProps) => {
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const containerRef = useRef(null);
  const particleCount = props.particleCount || 700;
  const particlePropCount = 9;
  const particlePropsLength = particleCount * particlePropCount;
  const rangeY = props.rangeY || 100;
  const baseTTL = 50;
  const rangeTTL = 150;
  const baseSpeed = props.baseSpeed || 0.0;
  const rangeSpeed = props.rangeSpeed || 1.5;
  const baseRadius = props.baseRadius || 1;
  const rangeRadius = props.rangeRadius || 2;
  const baseHue = props.baseHue || 220;
  const rangeHue = 100;
  const noiseSteps = 3;
  const xOff = 0.00125;
  const yOff = 0.00125;
  const zOff = 0.0005;
  const backgroundColor = props.backgroundColor || "#000000";
  let tick = 0;
  const noise3D = createNoise3D();
  let particleProps = new Float32Array(particlePropsLength);
  let center: [number, number] = [0, 0];
 
  const HALF_PI: number = 0.5 * Math.PI;
  const TAU: number = 2 * Math.PI;
  const TO_RAD: number = Math.PI / 180;
  const rand = (n: number): number => n * Math.random();
  const randRange = (n: number): number => n - rand(2 * n);
  const fadeInOut = (t: number, m: number): number => {
    let hm = 0.5 * m;
    return Math.abs(((t + hm) % m) - hm) / hm;
  };
  const lerp = (n1: number, n2: number, speed: number): number =>
    (1 - speed) * n1 + speed * n2;
 
  const setup = () => {
    const canvas = canvasRef.current;
    const container = containerRef.current;
    if (canvas && container) {
      const ctx = canvas.getContext("2d");
 
      if (ctx) {
        resize(canvas, ctx);
        initParticles();
        draw(canvas, ctx);
      }
    }
  };
 
  const initParticles = () => {
    tick = 0;
    // simplex = new SimplexNoise();
    particleProps = new Float32Array(particlePropsLength);
 
    for (let i = 0; i < particlePropsLength; i += particlePropCount) {
      initParticle(i);
    }
  };
 
  const initParticle = (i: number) => {
    const canvas = canvasRef.current;
    if (!canvas) return;
 
    let x, y, vx, vy, life, ttl, speed, radius, hue;
 
    x = rand(canvas.width);
    y = center[1] + randRange(rangeY);
    vx = 0;
    vy = 0;
    life = 0;
    ttl = baseTTL + rand(rangeTTL);
    speed = baseSpeed + rand(rangeSpeed);
    radius = baseRadius + rand(rangeRadius);
    hue = baseHue + rand(rangeHue);
 
    particleProps.set([x, y, vx, vy, life, ttl, speed, radius, hue], i);
  };
 
  const draw = (canvas: HTMLCanvasElement, ctx: CanvasRenderingContext2D) => {
    tick++;
 
    ctx.clearRect(0, 0, canvas.width, canvas.height);
 
    ctx.fillStyle = backgroundColor;
    ctx.fillRect(0, 0, canvas.width, canvas.height);
 
    drawParticles(ctx);
    renderGlow(canvas, ctx);
    renderToScreen(canvas, ctx);
 
    window.requestAnimationFrame(() => draw(canvas, ctx));
  };
 
  const drawParticles = (ctx: CanvasRenderingContext2D) => {
    for (let i = 0; i < particlePropsLength; i += particlePropCount) {
      updateParticle(i, ctx);
    }
  };
 
  const updateParticle = (i: number, ctx: CanvasRenderingContext2D) => {
    const canvas = canvasRef.current;
    if (!canvas) return;
 
    let i2 = 1 + i,
      i3 = 2 + i,
      i4 = 3 + i,
      i5 = 4 + i,
      i6 = 5 + i,
      i7 = 6 + i,
      i8 = 7 + i,
      i9 = 8 + i;
    let n, x, y, vx, vy, life, ttl, speed, x2, y2, radius, hue;
 
    x = particleProps[i];
    y = particleProps[i2];
    n = noise3D(x * xOff, y * yOff, tick * zOff) * noiseSteps * TAU;
    vx = lerp(particleProps[i3], Math.cos(n), 0.5);
    vy = lerp(particleProps[i4], Math.sin(n), 0.5);
    life = particleProps[i5];
    ttl = particleProps[i6];
    speed = particleProps[i7];
    x2 = x + vx * speed;
    y2 = y + vy * speed;
    radius = particleProps[i8];
    hue = particleProps[i9];
 
    drawParticle(x, y, x2, y2, life, ttl, radius, hue, ctx);
 
    life++;
 
    particleProps[i] = x2;
    particleProps[i2] = y2;
    particleProps[i3] = vx;
    particleProps[i4] = vy;
    particleProps[i5] = life;
 
    (checkBounds(x, y, canvas) || life > ttl) && initParticle(i);
  };
 
  const drawParticle = (
    x: number,
    y: number,
    x2: number,
    y2: number,
    life: number,
    ttl: number,
    radius: number,
    hue: number,
    ctx: CanvasRenderingContext2D
  ) => {
    ctx.save();
    ctx.lineCap = "round";
    ctx.lineWidth = radius;
    ctx.strokeStyle = `hsla(${hue},100%,60%,${fadeInOut(life, ttl)})`;
    ctx.beginPath();
    ctx.moveTo(x, y);
    ctx.lineTo(x2, y2);
    ctx.stroke();
    ctx.closePath();
    ctx.restore();
  };
 
  const checkBounds = (x: number, y: number, canvas: HTMLCanvasElement) => {
    return x > canvas.width || x < 0 || y > canvas.height || y < 0;
  };
 
  const resize = (
    canvas: HTMLCanvasElement,
    ctx?: CanvasRenderingContext2D
  ) => {
    const { innerWidth, innerHeight } = window;
 
    canvas.width = innerWidth;
    canvas.height = innerHeight;
 
    center[0] = 0.5 * canvas.width;
    center[1] = 0.5 * canvas.height;
  };
 
  const renderGlow = (
    canvas: HTMLCanvasElement,
    ctx: CanvasRenderingContext2D
  ) => {
    ctx.save();
    ctx.filter = "blur(8px) brightness(200%)";
    ctx.globalCompositeOperation = "lighter";
    ctx.drawImage(canvas, 0, 0);
    ctx.restore();
 
    ctx.save();
    ctx.filter = "blur(4px) brightness(200%)";
    ctx.globalCompositeOperation = "lighter";
    ctx.drawImage(canvas, 0, 0);
    ctx.restore();
  };
 
  const renderToScreen = (
    canvas: HTMLCanvasElement,
    ctx: CanvasRenderingContext2D
  ) => {
    ctx.save();
    ctx.globalCompositeOperation = "lighter";
    ctx.drawImage(canvas, 0, 0);
    ctx.restore();
  };
 
  useEffect(() => {
    setup();
    window.addEventListener("resize", () => {
      const canvas = canvasRef.current;
      const ctx = canvas?.getContext("2d");
      if (canvas && ctx) {
        resize(canvas, ctx);
      }
    });
  }, []);
 
  return (
    <div className={cn("relative h-full w-full", props.containerClassName)}>
      <motion.div
        initial={{ opacity: 0 }}
        animate={{ opacity: 1 }}
        ref={containerRef}
        className="absolute h-full w-full inset-0 z-0 bg-transparent flex items-center justify-center"
      >
        <canvas ref={canvasRef}></canvas>
      </motion.div>
 
      <div className={cn("relative z-10", props.className)}>
        {props.children}
      </div>
    </div>
  );
};

Full page demo usage

The hell is this?

This is chemical burn. It'll hurt more than you've ever been burned and you'll have a scar.

Props

Prop NameTypeDefault ValueDescription
childrenanyOptional children to be rendered inside the component.
classNamestringOptional className for styling the children wrapper.
containerClassNamestringOptional className for styling the container.
particleCountnumber700Number of particles to be generated.
rangeYnumber100Vertical range for particle movement.
baseHuenumber220Base hue for particle color.
baseSpeednumber0.0Base speed for particle movement.
rangeSpeednumber1.5Range of speed variation for particles.
baseRadiusnumber1Base radius of particles.
rangeRadiusnumber2Range of radius variation for particles.
backgroundColorstring"#000000"Background color of the canvas.

This component is inspired by this GitHub Repo

A product by Aceternity
Building in public at @mannupaaji