mirror of
https://github.com/chillpadclub/bedolaga-cabinet.git
synced 2026-07-29 18:13:47 +00:00
perf: optimize animated backgrounds for mobile — reduce GPU load and memory pressure
- Add useAnimationLoop hook with FPS throttling (30fps mobile/60fps desktop), Page Visibility API pause, and Telegram WebApp activated/deactivated events - Add useAnimationPause hook for CSS/Framer Motion components - Validate animation config with type allowlist, numeric clamping, JSON size guard - Move ctx.setTransform from per-frame to init/resize across all canvas backgrounds - Move ctx.lineCap to init/resize in vortex, replace Float32Array.set with direct writes - Pre-compute shooting star delay instead of per-frame Math.random - Cap DPR to 1.5 on mobile, reduce particle counts, cap blur to 4px - Disable aurora CSS animation on mobile, remove blur on mobile spotlight - Remove mix-blend-hard-light on mobile gradient-animation - Add NaN/Infinity guard to clampNumber, remove dead CSS variables - Add conditional unmount for Framer Motion backgrounds when paused - Add animationPlayState pause for CSS-animated backgrounds
This commit is contained in:
@@ -1,5 +1,6 @@
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import { useEffect, useRef } from 'react';
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import { sanitizeColor, clampNumber } from './types';
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import { useAnimationLoop, getMobileDpr } from '@/hooks/useAnimationLoop';
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interface Props {
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settings: Record<string, unknown>;
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@@ -23,9 +24,20 @@ interface BgStar {
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twinkleSpeed: number | null;
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}
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interface ShootingState {
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ctx: CanvasRenderingContext2D;
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shootingStars: Star[];
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bgStars: BgStar[];
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lastShootingTime: number;
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nextShootingDelay: number;
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w: number;
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h: number;
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dpr: number;
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}
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export default function ShootingStarsBackground({ settings }: Props) {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const animationRef = useRef<number>(0);
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const stateRef = useRef<ShootingState | null>(null);
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const starColor = sanitizeColor(settings.starColor, '#9E00FF');
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const trailColor = sanitizeColor(settings.trailColor, '#2EB9DF');
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@@ -37,46 +49,67 @@ export default function ShootingStarsBackground({ settings }: Props) {
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const canvas = canvasRef.current;
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if (!canvas) return;
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const dpr = getMobileDpr();
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const parent = canvas.parentElement;
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const w = parent?.offsetWidth ?? window.innerWidth;
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const h = parent?.offsetHeight ?? window.innerHeight;
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canvas.width = w * dpr;
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canvas.height = h * dpr;
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canvas.style.width = `${w}px`;
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canvas.style.height = `${h}px`;
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const ctx = canvas.getContext('2d');
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if (!ctx) return;
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let shootingStars: Star[] = [];
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let bgStars: BgStar[] = [];
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let lastShootingTime = 0;
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const count = Math.floor(w * h * starDensity);
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const bgStars: BgStar[] = Array.from({ length: count }, () => ({
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x: Math.random() * w,
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y: Math.random() * h,
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radius: Math.random() * 1.2 + 0.3,
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opacity: Math.random(),
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twinkleSpeed: Math.random() > 0.3 ? 0.5 + Math.random() * 0.5 : null,
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}));
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const resize = () => {
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canvas.width = canvas.parentElement?.offsetWidth ?? window.innerWidth;
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canvas.height = canvas.parentElement?.offsetHeight ?? window.innerHeight;
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initBgStars();
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ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
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stateRef.current = {
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ctx,
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shootingStars: [],
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bgStars,
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lastShootingTime: 0,
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nextShootingDelay: 4200 + Math.random() * 4500,
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w,
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h,
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dpr,
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};
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const initBgStars = () => {
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const count = Math.floor(canvas.width * canvas.height * starDensity);
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bgStars = Array.from({ length: count }, () => ({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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radius: Math.random() * 1.2 + 0.3,
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opacity: Math.random(),
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twinkleSpeed: Math.random() > 0.3 ? 0.5 + Math.random() * 0.5 : null,
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}));
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const onResize = () => {
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const nw = parent?.offsetWidth ?? window.innerWidth;
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const nh = parent?.offsetHeight ?? window.innerHeight;
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canvas.width = nw * dpr;
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canvas.height = nh * dpr;
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canvas.style.width = `${nw}px`;
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canvas.style.height = `${nh}px`;
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if (stateRef.current) {
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stateRef.current.ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
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stateRef.current.w = nw;
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stateRef.current.h = nh;
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}
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};
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const spawnShootingStar = () => {
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shootingStars.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height * 0.5,
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angle: Math.PI / 4 + (Math.random() - 0.5) * 0.3,
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scale: 0.5 + Math.random() * 0.5,
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speed: minSpeed + Math.random() * (maxSpeed - minSpeed),
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distance: 0,
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opacity: 1,
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});
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};
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window.addEventListener('resize', onResize);
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return () => window.removeEventListener('resize', onResize);
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}, [starDensity]);
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const animate = (time: number) => {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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useAnimationLoop(
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(time) => {
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const state = stateRef.current;
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if (!state) return;
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const { ctx, bgStars, w, h } = state;
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ctx.clearRect(0, 0, w, h);
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// Background stars
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for (const s of bgStars) {
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let opacity = s.opacity;
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if (s.twinkleSpeed) {
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@@ -88,14 +121,21 @@ export default function ShootingStarsBackground({ settings }: Props) {
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ctx.fill();
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}
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// Spawn shooting stars
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if (time - lastShootingTime > 4200 + Math.random() * 4500) {
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spawnShootingStar();
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lastShootingTime = time;
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if (time - state.lastShootingTime > state.nextShootingDelay) {
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state.shootingStars.push({
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x: Math.random() * w,
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y: Math.random() * h * 0.5,
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angle: Math.PI / 4 + (Math.random() - 0.5) * 0.3,
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scale: 0.5 + Math.random() * 0.5,
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speed: minSpeed + Math.random() * (maxSpeed - minSpeed),
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distance: 0,
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opacity: 1,
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});
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state.lastShootingTime = time;
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state.nextShootingDelay = 4200 + Math.random() * 4500;
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}
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// Draw shooting stars
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shootingStars = shootingStars.filter((star) => {
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state.shootingStars = state.shootingStars.filter((star) => {
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star.distance += star.speed;
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star.opacity = Math.max(0, 1 - star.distance / 500);
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@@ -106,36 +146,28 @@ export default function ShootingStarsBackground({ settings }: Props) {
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const tailX = star.x + Math.cos(star.angle) * Math.max(0, star.distance - 80);
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const tailY = star.y + Math.sin(star.angle) * Math.max(0, star.distance - 80);
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const gradient = ctx.createLinearGradient(tailX, tailY, x2, y2);
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gradient.addColorStop(0, 'transparent');
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gradient.addColorStop(0.5, trailColor);
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gradient.addColorStop(1, starColor);
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ctx.save();
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ctx.strokeStyle = gradient;
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// Draw trail with flat color (avoids per-frame gradient allocation)
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ctx.lineWidth = star.scale * 2;
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ctx.globalAlpha = star.opacity;
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ctx.globalAlpha = star.opacity * 0.4;
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ctx.strokeStyle = trailColor;
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ctx.beginPath();
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ctx.moveTo(tailX, tailY);
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ctx.lineTo(x2, y2);
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ctx.stroke();
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ctx.restore();
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// Draw head dot
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ctx.globalAlpha = star.opacity;
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ctx.fillStyle = starColor;
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ctx.beginPath();
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ctx.arc(x2, y2, star.scale * 1.5, 0, Math.PI * 2);
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ctx.fill();
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ctx.globalAlpha = 1;
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return true;
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});
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animationRef.current = requestAnimationFrame(animate);
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};
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resize();
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animationRef.current = requestAnimationFrame(animate);
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window.addEventListener('resize', resize);
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return () => {
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cancelAnimationFrame(animationRef.current);
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window.removeEventListener('resize', resize);
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};
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}, [starColor, trailColor, starDensity, minSpeed, maxSpeed]);
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},
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[starColor, trailColor, starDensity, minSpeed, maxSpeed],
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);
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return <canvas ref={canvasRef} className="absolute inset-0 h-full w-full" />;
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}
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