feat: add seal.

This commit is contained in:
2026-05-31 14:20:38 -03:00
parent d778d82302
commit 458037829f
16 changed files with 33692 additions and 14 deletions
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.canvas {
width: 100vw !important;
height: 100vh !important;
}
.loader {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: black;
z-index: 4444;
transition: opacity 1s ease-in-out;
pointer-events: none;
opacity: 1;
display: flex;
justify-content: center;
align-items: center;
will-change: opacity;
}
.loader.hidden {
opacity: 0;
}
.niko-spin {
width: 50vw;
height: auto;
display: block;
animation: spin 3s ease-in-out infinite;
will-change: transform;
}
@keyframes spin {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
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'use client';
import './page.css';
import { Environment, OrbitControls, useProgress } from "@react-three/drei";
import { Canvas } from '@react-three/fiber';
import { Bloom, BrightnessContrast, DepthOfField, EffectComposer, HueSaturation, Noise, SMAA, SSAO, Vignette } from '@react-three/postprocessing';
import { useLayoutEffect, useState } from "react";
import { folder, useControls, Leva } from 'leva';
import SealCube from './scene-components/sealcube';
import Terrain from './scene-components/terrain';
function Loader() {
const { progress, active } = useProgress();
const [visible, setVisible] = useState(true);
useLayoutEffect(() => {
if (!active && progress === 100) {
const timeout = setTimeout(() => setVisible(false), 500);
return () => clearTimeout(timeout);
}
}, [progress, active]);
return (
<div className={`loader ${!visible ? 'loader hidden' : ''}`}>
<picture>
<img src='niko/img/niko.jpg' className='niko-spin' />
</picture>
</div>
);
}
function Scene() {
const {
terrainDryColor,
terrainLushColor,
chunks,
chunkSize,
resolution,
hillScale,
hillHeight,
detailScale,
detailHeight,
grassDryColor,
grassLushColor,
grassCount,
grassSize,
grassLOD,
grassBlades,
grassSegments,
grassLODStart,
grassLODExponent
} = useControls('Environment', {
Terrain: folder({
terrainDryColor: '#20270a',
terrainLushColor: '#0f240f',
chunks: { value: 16, min: 4, max: 24, step: 2 },
chunkSize: { value: 10.0, min: 5.0, max: 40.0, step: 1.0 },
resolution: { value: 8.0, min: 4.0, max: 30.0, step: 1.0 },
hillScale: { value: 0.1, min: 0.01, max: 0.5, step: 0.01 },
hillHeight: { value: 6.0, min: 0.0, max: 20.0, step: 0.5 },
detailScale: { value: 1.0, min: 0.1, max: 5.0, step: 0.1 },
detailHeight: { value: 0.2, min: 0.0, max: 2.0, step: 0.05 },
}),
Grass: folder({
grassDryColor: '#495a17',
grassLushColor: '#255825',
grassCount: { value: 7000, min: 1000, max: 30000, step: 500 },
grassSize: { value: 0.6, min: 0.1, max: 2.0, step: 0.05 },
grassLOD: { value: 60, min: 10, max: 200, step: 5 },
grassBlades: { value: 3, min: 1, max: 4, step: 1 },
grassSegments: { value: 4, min: 1, max: 5, step: 1 },
grassLODStart: { value: 0.5, min: 0.0, max: 0.9, step: 0.05 },
grassLODExponent: { value: 1.0, min: 0.5, max: 3.0, step: 0.1 },
})
});
return (<>
<Environment
files={'niko/hdr/sky.hdr'}
environmentIntensity={1}
background
/>
<fogExp2 attach='fog' args={[0x9a9a9a, 0.01]} />
<Terrain
chunks={chunks}
chunkSize={chunkSize}
resolution={resolution}
scale={1}
hillScale={hillScale}
hillHeight={hillHeight}
detailScale={detailScale}
detailHeight={detailHeight}
grassCount={grassCount}
grassSize={grassSize}
grassLOD={grassLOD}
terrainDryColor={terrainDryColor}
terrainLushColor={terrainLushColor}
grassDryColor={grassDryColor}
grassLushColor={grassLushColor}
grassBlades={grassBlades}
grassSegments={grassSegments}
grassLODStart={grassLODStart}
grassLODExponent={grassLODExponent}
/>
<SealCube />
</>)
}
function PostProcessing() {
return (<EffectComposer>
<DepthOfField target={[0, 3, 0]} focalLength={10} bokehScale={5} />
<Vignette />
<Noise opacity={0.05} />
<Bloom
intensity={2}
luminanceThreshold={0.5}
luminanceSmoothing={0.1}
/>
<SMAA />
<HueSaturation saturation={0.1} />
<BrightnessContrast brightness={0.05} contrast={-0.1} />
</EffectComposer>)
}
export default function Seal() {
const isProduction = process.env.NODE_ENV === 'production';
return (
<>
<Leva hidden={isProduction} />
<Loader />
<Canvas
shadows
camera={{ position: [0, 5, 15], fov: 50, far: 100 }}
gl={{ antialias: true }}
className='canvas'
>
<Scene />
<PostProcessing />
<Environment
files={'niko/hdr/sky.hdr'}
environmentIntensity={1}
background
/>
<OrbitControls
target={[0, 3, 0]}
enablePan={false}
makeDefault
minDistance={2}
maxDistance={10}
/>
</Canvas>
</>
);
}
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import { useFrame, useLoader } from "@react-three/fiber";
import { useLayoutEffect, useMemo, useRef } from "react";
import { BufferAttribute, BufferGeometry, Color, DoubleSide, InstancedMesh, MeshStandardMaterial, Object3D, TextureLoader } from "three";
import { getTerrainHeight, Shader } from "./helpers";
import grassVert from './shaders/grass.vert';
import grassFrag from './shaders/grass.frag';
interface GrassProps {
x: number;
y: number;
size: number;
count: number;
grassSize: number;
scale: number;
hillScale: number;
hillHeight: number;
detailScale: number;
detailHeight: number;
noise2D: (x: number, y: number) => number;
grassLOD: number;
dryColor: string;
lushColor: string;
grassBlades?: number;
grassSegments?: number;
grassLODStart?: number;
grassLODExponent?: number;
}
export default function({
x,
y,
size,
count,
grassSize,
scale,
hillScale,
hillHeight,
detailScale,
detailHeight,
noise2D,
grassLOD,
dryColor = '#556b19',
lushColor = '#348a34',
grassBlades = 3,
grassSegments = 4,
grassLODStart = 0.5,
grassLODExponent = 1.0
}: GrassProps) {
const meshRef = useRef<InstancedMesh>(null);
const dummyRef = useRef<Object3D>(new Object3D());
const [alphaMap, normalMap] = useLoader(TextureLoader, [
'niko/img/grass_alpha.png',
'niko/img/grass_normal.png'
]);
const materialRef = useRef<
MeshStandardMaterial & { userData: { shader: Shader } }
>(null);
useFrame((state) => {
if (
materialRef.current &&
materialRef.current.userData &&
materialRef.current.userData.shader
) {
(materialRef.current.userData.shader as Shader).uniforms.uTime.value =
state.clock.getElapsedTime();
}
});
const geometry = useMemo(() => {
const geo = new BufferGeometry();
const w = 0.5;
const h = 2;
const segments = grassSegments;
const bladesCount = grassBlades;
const positions: number[] = [];
const uvs: number[] = [];
const indices: number[] = [];
for (let i = 0; i < bladesCount; i++) {
const angle = (Math.PI / bladesCount) * i;
const sinA = Math.sin(angle);
const cosA = Math.cos(angle);
const offset = positions.length / 3;
for (let y = 0; y <= segments; y++) {
const v = y / segments;
const yPos = v * h;
positions.push(-w * cosA, yPos, -w * sinA);
uvs.push(0, v);
positions.push(w * cosA, yPos, w * sinA);
uvs.push(1, v);
}
for (let y = 0; y < segments; y++) {
const row1 = offset + y * 2;
const row2 = offset + (y + 1) * 2;
indices.push(row1, row1 + 1, row2);
indices.push(row1 + 1, row2 + 1, row2);
}
}
geo.setAttribute(
'position',
new BufferAttribute(new Float32Array(positions), 3)
);
geo.setAttribute('uv', new BufferAttribute(new Float32Array(uvs), 2));
geo.setIndex(indices);
geo.computeVertexNormals();
return geo;
}, [grassBlades, grassSegments]);
useLayoutEffect(() => {
if (!meshRef.current) return;
const dummy = dummyRef.current;
const worldXBase = x * size;
const worldZBase = y * size;
const color = new Color();
const lushColorObj = new Color(lushColor);
const dryColorObj = new Color(dryColor);
let instanceIndex = 0;
for (let i = 0; i < count; i++) {
const localX = (Math.random() - 0.5) * size;
const localZ = (Math.random() - 0.5) * size;
const globalX = worldXBase + localX;
const globalZ = worldZBase + localZ;
const dist = Math.sqrt(globalX * globalX + globalZ * globalZ);
const maxDist = grassLOD;
const falloffStart = maxDist * grassLODStart;
const falloffEnd = maxDist;
let fallofFactor = (dist - falloffStart) / (falloffEnd - falloffStart);
fallofFactor = Math.max(0, Math.min(1, fallofFactor));
const density = Math.pow(1.0 - fallofFactor, grassLODExponent);
if (Math.random() > density) continue;
const localY = getTerrainHeight(
localX,
localZ,
worldXBase,
worldZBase,
scale,
hillScale,
hillHeight,
detailScale,
detailHeight,
noise2D
);
dummy.position.set(localX, localY, localZ);
dummy.rotation.y = Math.random() * Math.PI * 2;
dummy.rotation.x = (Math.random() - 0.5) * 0.2;
dummy.rotation.z = (Math.random() - 0.5) * 0.2;
const baseScale = grassSize + Math.random() * grassSize * 0.5;
const heightMult = 0.5 + Math.random() * 1.0;
dummy.scale.set(baseScale, baseScale * heightMult, baseScale);
dummy.updateMatrix();
meshRef.current.setMatrixAt(instanceIndex, dummy.matrix);
const noiseVal = noise2D(globalX * 0.02, globalZ * 0.02);
const t = (noiseVal + 1) / 2;
const randomInternal = (Math.random() - 0.5) * 0.2;
const finalT = Math.max(0, Math.min(1, t + randomInternal));
color.lerpColors(dryColorObj, lushColorObj, finalT);
meshRef.current.setColorAt(instanceIndex, color);
instanceIndex++;
}
meshRef.current.count = instanceIndex;
meshRef.current.instanceMatrix.needsUpdate = true;
if (meshRef.current.instanceColor)
meshRef.current.instanceColor.needsUpdate = true;
}, [
x,
y,
size,
count,
grassSize,
scale,
hillScale,
hillHeight,
detailScale,
detailHeight,
noise2D,
grassLOD,
dryColor,
lushColor,
grassLODStart,
grassLODExponent
]);
const onBeforeCompile = useMemo(
() => (shader: Shader) => {
shader.uniforms.uTime = { value: 0 };
shader.vertexShader = `
uniform float uTime;
varying vec2 vGrassUv;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for(int i = 0; i < 4; i++) {
value += amplitude * noise(p * frequency);
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}
${shader.vertexShader}
`;
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
#include <begin_vertex>
vGrassUv = uv;
${grassVert}
`
);
shader.fragmentShader = `
uniform float uTime;
varying vec2 vGrassUv;
${shader.fragmentShader}
`;
shader.fragmentShader = shader.fragmentShader.replace(
'#include <color_fragment>',
`
#include <color_fragment>
${grassFrag}
`
);
if (materialRef.current) {
materialRef.current.userData.shader = shader;
}
},
[]
);
return (
<instancedMesh
ref={meshRef}
args={[undefined, undefined, count]}
position={[x * size, 0, y * size]}
geometry={geometry}
>
<meshStandardMaterial
ref={materialRef}
color='#ffffff'
side={DoubleSide}
alphaMap={alphaMap}
alphaTest={0.5}
normalMap={normalMap}
roughness={0.8}
metalness={0.1}
onBeforeCompile={onBeforeCompile}
/>
</instancedMesh>
);
}
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export function getTerrainHeight(
localX: number,
localZ: number,
worldXBase: number,
worldZBase: number,
scale: number,
hillScale: number,
hillHeight: number,
detailScale: number,
detailHeight: number,
noise2D: (x: number, y: number) => number
) {
const worldX = (worldXBase + localX) * 0.1;
const worldZ = (worldZBase + localZ) * 0.1;
const noiseHill =
noise2D(worldX * hillScale, worldZ * hillScale) * hillHeight;
const noiseDetail =
noise2D(worldX * detailScale, worldZ * detailScale) * detailHeight;
return (noiseHill + noiseDetail) * scale;
}
export interface Shader {
uniforms: { [key: string]: { value: unknown } };
vertexShader: string;
fragmentShader: string;
}
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import { useFrame, useLoader } from "@react-three/fiber";
import { forwardRef, useImperativeHandle, useRef } from "react";
import { Mesh, TextureLoader } from "three";
const SealCube = forwardRef<Mesh>((props, ref) => {
const texture = useLoader(TextureLoader, 'niko/img/niko.jpg');
const meshRef = useRef<Mesh>(null);
useImperativeHandle(ref, () => meshRef.current!, []);
useFrame((state, delta) => {
if (meshRef.current) {
meshRef.current.rotation.x += delta * 0.5;
meshRef.current.rotation.y += delta * 0.5;
}
});
return (
<mesh ref={meshRef} position={[0, 3, 0]} castShadow receiveShadow>
<boxGeometry args={[0.85, 0.85, 0.85]} />
<meshBasicMaterial map={texture} depthWrite={true} />
</mesh>
);
});
SealCube.displayName = 'SealCube';
export default SealCube;
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float ao = smoothstep(0.0, 0.7, vGrassUv.y);
ao = mix(0.05, 1.0, ao);
vec3 rootColor = diffuseColor.rgb * 0.4;
vec3 tipColor = diffuseColor.rgb * 1.5;
vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y);
grassColor *= ao;
float translucency = pow(vGrassUv.y, 2.0) * 0.5;
grassColor += diffuseColor.rgb * translucency;
diffuseColor.rgb = grassColor;
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vec4 worldPos = modelMatrix * instanceMatrix * vec4(0.0, 0.0, 0.0, 1.0);
float gx = worldPos.x;
float gz = worldPos.z;
vec2 mainWindDir = normalize(vec2(1.0, 0.6));
float windSpeed = 1.5;
float windTime = uTime * windSpeed;
vec2 windSamplePos = (worldPos.xz * 0.05) - (mainWindDir * windTime * 0.2);
float windBase = fbm(windSamplePos * 0.8) * 0.4 + 0.2;
float gustNoise = fbm(windSamplePos * 0.4);
float gust = pow(gustNoise, 3.0) * 1.8;
float totalWind = windBase + gust;
float phase = gx * 0.5 + gz * 0.3;
float spring = sin(uTime * 2.0 + phase) * 0.06 + sin(uTime * 4.5 + phase * 1.5) * 0.03;
float angleNoise = fbm(windSamplePos * 2.0 + uTime * 0.1) - 0.5;
vec2 windDir = normalize(mainWindDir + vec2(-mainWindDir.y, mainWindDir.x) * angleNoise * 0.4);
float taperFactor = pow(uv.y, 4.0);
float taper = 1.0 - taperFactor * 0.6;
transformed.x *= taper;
transformed.z *= taper;
float curveVal = fbm(vec2(gx, gz) * 0.5);
float curveStrength = 2.0 + curveVal * 2.0;
float curveAmount = uv.y * uv.y * curveStrength;
vec2 curveDir = normalize(vec2(curveVal, fbm(vec2(gz, gx))) - 0.5);
transformed.x += curveAmount * curveDir.x * 0.5;
transformed.z += curveAmount * curveDir.y * 0.5;
float swayAmount = (totalWind + spring) * uv.y * uv.y;
transformed.x += swayAmount * windDir.x;
transformed.z += swayAmount * windDir.y;
transformed.y -= abs(swayAmount) * 0.2;
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import { useMemo, useRef } from "react";
import { BufferAttribute, BufferGeometry, Color, Mesh } from "three";
import { getTerrainHeight } from "./helpers";
import Grass from "./grass";
import { createNoise2D } from "simplex-noise";
interface TerrainChunkProps {
x: number;
y: number;
size: number;
resolution: number;
scale: number;
hillScale: number;
hillHeight: number;
detailScale: number;
detailHeight: number;
noise2D: (x: number, y: number) => number;
grassCount: number;
grassSize: number;
grassLOD: number;
terrainDryColor: string;
terrainLushColor: string;
grassDryColor: string;
grassLushColor: string;
grassBlades: number;
grassSegments: number;
grassLODStart: number;
grassLODExponent: number;
}
function TerrainChunk({
x,
y,
size,
resolution,
scale,
hillScale,
hillHeight,
detailScale,
detailHeight,
noise2D,
grassCount,
grassSize,
grassLOD,
terrainDryColor,
terrainLushColor,
grassDryColor,
grassLushColor,
grassBlades,
grassSegments,
grassLODStart,
grassLODExponent
}: TerrainChunkProps) {
const halfSize = size / 2;
const worldXBase = x * size;
const worldZBase = y * size;
const minX = Math.abs(worldXBase) <= halfSize ? 0 : Math.abs(worldXBase) - halfSize;
const minZ = Math.abs(worldZBase) <= halfSize ? 0 : Math.abs(worldZBase) - halfSize;
const chunkMinDist = Math.sqrt(minX * minX + minZ * minZ);
const shouldRenderGrass = chunkMinDist < grassLOD;
const meshRef = useRef<Mesh>(null);
const geometry = useMemo(() => {
const geo = new BufferGeometry();
const vertices: Array<number> = [];
const indices: Array<number> = [];
const step = size / (resolution - 1);
const halfSize = size / 2;
const worldXBase = x * size;
const worldZBase = y * size;
/*
vtx gen
*/
for (let iz = 0; iz < resolution; iz++) {
for (let ix = 0; ix < resolution; ix++) {
const localX = ix * step - halfSize;
const localZ = iz * step - halfSize;
const localY = getTerrainHeight(
localX,
localZ,
worldXBase,
worldZBase,
scale,
hillScale,
hillHeight,
detailScale,
detailHeight,
noise2D
);
vertices.push(localX, localY, localZ);
}
}
/*
idx gen
*/
for (let iz = 0; iz < resolution - 1; iz++) {
for (let ix = 0; ix < resolution - 1; ix++) {
const topLeft = iz * resolution + ix;
const topRight = topLeft + 1;
const bottomLeft = (iz + 1) * resolution + ix;
const bottomRight = bottomLeft + 1;
indices.push(topLeft, bottomLeft, topRight);
indices.push(topRight, bottomLeft, bottomRight);
}
}
geo.setAttribute(
'position',
new BufferAttribute(new Float32Array(vertices), 3)
);
const colors: Array<number> = [];
for (let iz = 0; iz < resolution; iz++) {
for (let ix = 0; ix < resolution; ix++) {
const localX = ix * step - halfSize;
const localZ = iz * step - halfSize;
const globalX = worldXBase + localX;
const globalZ = worldZBase + localZ;
const colorNoise = noise2D(globalX * 0.02, globalZ * 0.02);
const t = (colorNoise + 1) / 2;
const dryGreen = new Color(terrainDryColor);
const lushGreen = new Color(terrainLushColor);
const r = dryGreen.r + (lushGreen.r - dryGreen.r) * t;
const g = dryGreen.g + (lushGreen.g - dryGreen.g) * t;
const b = dryGreen.b + (lushGreen.b - dryGreen.b) * t;
colors.push(r, g, b);
}
}
geo.setAttribute('color', new BufferAttribute(new Float32Array(colors), 3));
geo.setIndex(indices);
geo.computeVertexNormals();
return geo;
}, [
x,
y,
size,
resolution,
scale,
hillScale,
hillHeight,
detailScale,
detailHeight,
noise2D,
terrainDryColor,
terrainLushColor
]);
return (
<group>
<mesh
ref={meshRef}
geometry={geometry}
position={[x * size, 0, y * size]}
>
<meshStandardMaterial vertexColors roughness={1.0} metalness={0.0} />
</mesh>
{shouldRenderGrass && (
<Grass
x={x}
y={y}
size={size}
count={grassCount}
grassSize={grassSize}
scale={scale}
hillScale={hillScale}
hillHeight={hillHeight}
detailScale={detailScale}
detailHeight={detailHeight}
noise2D={noise2D}
grassLOD={grassLOD}
dryColor={grassDryColor}
lushColor={grassLushColor}
grassBlades={grassBlades}
grassSegments={grassSegments}
grassLODStart={grassLODStart}
grassLODExponent={grassLODExponent}
/>
)}
</group>
);
}
interface TerrainProps {
chunks?: number;
chunkSize?: number;
resolution?: number;
scale?: number;
hillScale: number;
hillHeight: number;
detailScale: number;
detailHeight: number;
grassCount?: number;
grassSize?: number;
grassLOD?: number;
terrainDryColor?: string;
terrainLushColor?: string;
grassDryColor?: string;
grassLushColor?: string;
grassBlades?: number;
grassSegments?: number;
grassLODStart?: number;
grassLODExponent?: number;
}
export default function({
chunks = 5,
chunkSize = 10,
resolution = 8,
scale = 1,
hillScale = 0.2,
hillHeight = 3,
detailScale = 3,
detailHeight = 0.1,
grassCount = 6000,
grassSize = 0.6,
grassLOD = 40,
terrainDryColor = '#010100',
terrainLushColor = '#000800',
grassDryColor = '#556b19',
grassLushColor = '#348a34',
grassBlades = 2,
grassSegments = 2,
grassLODStart = 0.5,
grassLODExponent = 1.0
}: TerrainProps) {
const noise2D = useMemo(() => createNoise2D(), []);
const offset = -Math.floor(chunks / 2);
const chunkPositions = useMemo(() => {
const positions: [number, number][] = [];
for (let x = 0; x < chunks; x++)
for (let y = 0; y < chunks; y++) positions.push([x + offset, y + offset]);
return positions;
}, [chunks, offset]);
return (
<group>
{chunkPositions.map(([x, y], index) => (
<TerrainChunk
key={`${x}-${y}-${index}`}
x={x}
y={y}
size={chunkSize}
resolution={resolution}
scale={scale}
hillScale={hillScale}
hillHeight={hillHeight}
detailScale={detailScale}
detailHeight={detailHeight}
noise2D={noise2D}
grassCount={grassCount}
grassSize={grassSize}
grassLOD={grassLOD}
terrainDryColor={terrainDryColor}
terrainLushColor={terrainLushColor}
grassDryColor={grassDryColor}
grassLushColor={grassLushColor}
grassBlades={grassBlades}
grassSegments={grassSegments}
grassLODStart={grassLODStart}
grassLODExponent={grassLODExponent}
/>
))}
</group>
);
}
+14 -14
View File
@@ -74,24 +74,24 @@ body {
animation: float 5s ease-in-out infinite;
}
.main-frame::before,
.main-frame::after {
content: "✧";
.decorative-sparkle {
position: absolute;
color: var(--sparkle);
top: 10px;
font-size: 1.5rem;
text-shadow: 0 0 20px var(--sparkle-glow), 0 0 15px var(--sparkle-glow), 0 0 10px var(--sparkle-glow), 0 0 5px var(--sparkle-glow)
color: var(--sparkle);
text-shadow: 0 0 20px var(--sparkle-glow), 0 0 15px var(--sparkle-glow), 0 0 10px var(--sparkle-glow), 0 0 5px var(--sparkle-glow);
display: inline-flex;
align-items: center;
justify-content: center;
line-height: 1;
height: 24px;
width: 24px;
cursor: url('/cur/kuromi-hearts.webp') 0 0, auto !important;
transition: transform 0.2s ease;
}
.main-frame::before {
top: 10px;
left: 10px;
}
.main-frame::after {
top: 10px;
right: 10px;
.decorative-sparkle:hover {
transform: scale(1.15) rotate(15deg);
}
.content-box {
+3
View File
@@ -28,6 +28,9 @@ function Content() {
return (
<>
<div className="main-frame">
<a href="/niko" className="decorative-sparkle" title="✧" style={{ left: '10px' }}></a>
<a href="/img/boom.gif" className="decorative-sparkle" title="✧" style={{ right: '10px' }}></a>
<header>
<h1>neru</h1>
<p className="motto">˚ 𓂋 ˚</p>