09層・風・水滴・雷を一画面にまとめた嵐のヒーローシーン
01の層の視差、02の突風、03の窓の水滴、06の稲妻のフラッシュを一つの画面で同時に計算し、嵐の窓辺の完成シーンを作る。
使いどころランディング・ブログのヒーロー背景デモ
HERO_WIND_GUST_MAX_DEGHERO_LIGHTNING_FLASH_DECAY_MSHERO_GLASS_TOP

<main class="stage">
<div class="rn is-demo" id="rnRoot">
<canvas class="rn__canvas" id="rnCanvas" width="480" height="300"></canvas>
<p class="rn__caption">窓の外の嵐の場面ひとつに、奥行き視差・突風・窓の水滴・雷の枝分かれの4つの技法を重ねて一画面にまとめる。</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.rn {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: #12111a;
}
.rn__canvas {
display: block;
width: 100%;
height: 100%;
}
.rn__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 80%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 247, 230, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.rn__caption { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.rn { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #17141a;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.rn {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #12111a;
}
.rn__canvas {
display: block;
width: 100%;
height: 100%;
}
.rn__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 80%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 247, 230, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.rn__caption {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.rn {
cursor: default;
}
}(function () {
// 히어로 장면 — 01 깊이 시차 + 02 바람 돌풍 + 03 유리창 물방울 + 06 번개 가지, 네 기법만 겹친다.
// 상수는 전부 HERO_ 접두로 이 장면 전용값이며 각 단일 항목의 상수와는 독립이다.
var root = document.getElementById('rnRoot');
var canvas = document.getElementById('rnCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var CALC_W = 160, CALC_H = 100;
var HERO_RAIN_LAYER_COUNT = 4;
var HERO_RAIN_NEAR_SPEED_PX_S = 150;
var HERO_RAIN_FAR_SPEED_PX_S = 40;
var HERO_STREAKS_PER_LAYER = 26;
var HERO_WIND_GUST_MAX_DEG = 10;
var HERO_WIND_CYCLE_MS = 5200;
var HERO_DROPLET_SPAWN_PER_S = 2.2;
var HERO_DROPLET_GRAVITY_PX_S = 54;
var HERO_DROPLET_DRAG_COEF = 3;
var HERO_DROPLET_MERGE_DIST_PX = 2.2;
var HERO_GLASS_TOP = CALC_H * 0.76;
var HERO_LIGHTNING_STRIKE_PERIOD_MS = 2600;
var HERO_LIGHTNING_FLASH_DECAY_MS = 240;
var HERO_LIGHTNING_BOLT_FADE_MS = 850;
var HERO_LIGHTNING_BRANCH_DEPTH = 3;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rRand = seedRand(431091);
function streakDepthZ(layerIndex) {
return layerIndex / Math.max(1, HERO_RAIN_LAYER_COUNT - 1);
}
var streaks = [];
for (var li = 0; li < HERO_RAIN_LAYER_COUNT; li += 1) {
var z = streakDepthZ(li);
for (var i = 0; i < HERO_STREAKS_PER_LAYER; i += 1) {
streaks.push({
x: rRand() * CALC_W,
y: rRand() * CALC_H,
z: z,
speed: HERO_RAIN_FAR_SPEED_PX_S + (HERO_RAIN_NEAR_SPEED_PX_S - HERO_RAIN_FAR_SPEED_PX_S) * z,
thick: 0.5 + z * 1.4
});
}
}
function windGustAngle(nowMs) {
var a = Math.sin((nowMs / HERO_WIND_CYCLE_MS) * Math.PI * 2) * 0.7;
var b = Math.sin((nowMs / (HERO_WIND_CYCLE_MS * 0.37)) * Math.PI * 2) * 0.3;
return (a + b) * HERO_WIND_GUST_MAX_DEG;
}
var droplets = [];
var dropletSpawnAcc = 0;
function spawnDroplet() {
droplets.push({
x: HERO_GLASS_X0 + rRand() * (HERO_GLASS_X1 - HERO_GLASS_X0),
y: HERO_GLASS_TOP + rRand() * 3,
vy: 0,
r: 0.9 + rRand() * 1.1
});
}
var HERO_GLASS_X0 = CALC_W * 0.06, HERO_GLASS_X1 = CALC_W * 0.94;
function dropletMassMerge(a, b) {
var ar = a.r * a.r, br = b.r * b.r;
a.r = Math.sqrt(ar + br) * 0.86;
a.vy = (a.vy * ar + b.vy * br) / (ar + br);
}
function stepDroplets(dtS) {
dropletSpawnAcc += dtS * HERO_DROPLET_SPAWN_PER_S;
while (dropletSpawnAcc >= 1) { spawnDroplet(); dropletSpawnAcc -= 1; }
for (var i = 0; i < droplets.length; i += 1) {
var d = droplets[i];
var drag = Math.max(0.15, 1 - d.r / HERO_DROPLET_DRAG_COEF * 0.12);
d.vy += HERO_DROPLET_GRAVITY_PX_S * dtS * drag * 0.01 * d.r;
d.y += d.vy * dtS;
}
for (var a = droplets.length - 1; a >= 0; a -= 1) {
for (var b = a - 1; b >= 0; b -= 1) {
var da = droplets[a], db = droplets[b];
var dx = da.x - db.x, dy = da.y - db.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < (da.r + db.r) * 0.5 + HERO_DROPLET_MERGE_DIST_PX * 0.3) {
dropletMassMerge(db, da);
droplets.splice(a, 1);
break;
}
}
}
for (var k = droplets.length - 1; k >= 0; k -= 1) {
if (droplets[k].y > CALC_H + 2 || droplets[k].r > 5.5) droplets.splice(k, 1);
}
}
function branchLightning(segs, x, y, ang, len, depth) {
if (depth <= 0 || len < 3) return;
var steps = 3 + Math.floor(rRand() * 2);
var cx = x, cy = y, cang = ang;
for (var i = 0; i < steps; i += 1) {
cang += (rRand() - 0.5) * 0.9;
var stepLen = len / steps;
var nx = cx + Math.sin(cang) * stepLen;
var ny = cy + Math.cos(cang) * stepLen;
segs.push({ x0: cx, y0: cy, x1: nx, y1: ny, depth: depth });
if (depth > 1 && rRand() < 0.3) {
var side = rRand() < 0.5 ? -1 : 1;
branchLightning(segs, nx, ny, cang + side * (0.6 + rRand() * 0.5), len * 0.5, depth - 1);
}
cx = nx; cy = ny;
}
}
function makeBolt() {
var segs = [];
var startX = 20 + rRand() * 120;
branchLightning(segs, startX, 0, 0, HERO_GLASS_TOP * 0.88, HERO_LIGHTNING_BRANCH_DEPTH);
return segs;
}
var bolt = [];
var strikeAtMs = -99999;
var lastStrikeIndex = -1;
function updateStrike(nowMs) {
var idx = Math.floor(nowMs / HERO_LIGHTNING_STRIKE_PERIOD_MS);
if (idx !== lastStrikeIndex) {
lastStrikeIndex = idx;
bolt = makeBolt();
strikeAtMs = nowMs;
}
}
function stepSim(dtS, nowMs) {
var gust = windGustAngle(nowMs);
var gustRad = (gust * Math.PI) / 180;
for (var i = 0; i < streaks.length; i += 1) {
var s = streaks[i];
s.y += s.speed * dtS;
s.x += Math.sin(gustRad) * s.speed * 0.5 * dtS;
if (s.y > CALC_H + 4) { s.y = -4 - rRand() * 8; s.x = rRand() * CALC_W; }
if (s.x < -6) s.x = CALC_W + 6;
if (s.x > CALC_W + 6) s.x = -6;
}
stepDroplets(dtS);
updateStrike(nowMs);
}
var cw = 480, ch = 300;
function draw(nowMs) {
var sx = cw / CALC_W, sy = ch / CALC_H;
var sinceStrike = nowMs - strikeAtMs;
var flash = Math.exp(-Math.max(0, sinceStrike) / HERO_LIGHTNING_FLASH_DECAY_MS);
var boltAlpha = Math.exp(-Math.max(0, sinceStrike) / HERO_LIGHTNING_BOLT_FADE_MS);
var gust = windGustAngle(nowMs);
ctx.fillStyle = '#12111a';
ctx.fillRect(0, 0, cw, ch);
if (flash > 0.02) {
ctx.fillStyle = 'rgba(255,250,230,' + (flash * 0.5).toFixed(3) + ')';
ctx.fillRect(0, 0, cw, ch);
}
for (var i = 0; i < streaks.length; i += 1) {
var s = streaks[i];
var alpha = 0.18 + s.z * 0.55;
var x = s.x * sx, y0 = s.y * sy, y1 = (s.y - s.thick * 5) * sy;
ctx.strokeStyle = 'rgba(214,228,255,' + alpha + ')';
ctx.lineWidth = Math.max(0.5, s.thick * ((sx + sy) / 2));
ctx.beginPath();
ctx.moveTo(x, y0);
ctx.lineTo(x, y1);
ctx.stroke();
}
if (boltAlpha > 0.03 && bolt.length) {
ctx.save();
ctx.strokeStyle = 'rgba(255,252,240,' + boltAlpha.toFixed(3) + ')';
ctx.shadowColor = 'rgba(255,246,200,' + (boltAlpha * 0.75).toFixed(3) + ')';
ctx.shadowBlur = 7 * ((sx + sy) / 2);
for (var b = 0; b < bolt.length; b += 1) {
var seg = bolt[b];
ctx.lineWidth = Math.max(0.7, seg.depth * ((sx + sy) / 2) * 0.5);
ctx.beginPath();
ctx.moveTo(seg.x0 * sx, seg.y0 * sy);
ctx.lineTo(seg.x1 * sx, seg.y1 * sy);
ctx.stroke();
}
ctx.restore();
}
ctx.fillStyle = 'rgba(255,255,255,0.05)';
ctx.fillRect(0, HERO_GLASS_TOP * sy, cw, ch - HERO_GLASS_TOP * sy);
for (var d = 0; d < droplets.length; d += 1) {
var dr = droplets[d];
var dx = dr.x * sx, dy = dr.y * sy, rr = dr.r * ((sx + sy) / 2);
var grad = ctx.createRadialGradient(dx - rr * 0.3, dy - rr * 0.3, 0, dx, dy, rr);
grad.addColorStop(0, 'rgba(255,255,255,0.85)');
grad.addColorStop(0.5, 'rgba(214,228,255,0.35)');
grad.addColorStop(1, 'rgba(214,228,255,0.05)');
ctx.fillStyle = grad;
ctx.beginPath();
ctx.arc(dx, dy, rr, 0, Math.PI * 2);
ctx.fill();
}
void gust;
}
function fit() {
var r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas.width = cw; canvas.height = ch;
draw(elapsed);
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var elapsed = 0;
if (reduce) root.classList.remove('is-demo');
var warmSteps = reduce ? 30 : 45;
for (var w = 0; w < warmSteps; w += 1) { elapsed += 20; stepSim(0.02, elapsed); }
var lastTs = null;
function tick(ts) {
if (lastTs === null) lastTs = ts;
var dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
stepSim(dt / 1000, elapsed);
draw(elapsed);
}
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
draw(elapsed);
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./RainEffectCanvasHeroScene.module.scss";
type Streak = { x: number; y: number; z: number; speed: number; thick: number };
type Droplet = { x: number; y: number; vy: number; r: number };
type Seg = { x0: number; y0: number; x1: number; y1: number; depth: number };
export default function RainEffectCanvasHeroScene() {
const rootRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
if (!root || !canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const wrap = canvas.parentElement as HTMLElement;
const CALC_W = 160, CALC_H = 100;
const HERO_RAIN_LAYER_COUNT = 4;
const HERO_RAIN_NEAR_SPEED_PX_S = 150;
const HERO_RAIN_FAR_SPEED_PX_S = 40;
const HERO_STREAKS_PER_LAYER = 26;
const HERO_WIND_GUST_MAX_DEG = 10;
const HERO_WIND_CYCLE_MS = 5200;
const HERO_DROPLET_SPAWN_PER_S = 2.2;
const HERO_DROPLET_GRAVITY_PX_S = 54;
const HERO_DROPLET_DRAG_COEF = 3;
const HERO_DROPLET_MERGE_DIST_PX = 2.2;
const HERO_GLASS_TOP = CALC_H * 0.76;
const HERO_GLASS_X0 = CALC_W * 0.06, HERO_GLASS_X1 = CALC_W * 0.94;
const HERO_LIGHTNING_STRIKE_PERIOD_MS = 2600;
const HERO_LIGHTNING_FLASH_DECAY_MS = 240;
const HERO_LIGHTNING_BOLT_FADE_MS = 850;
const HERO_LIGHTNING_BRANCH_DEPTH = 3;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rRand = seedRand(431092);
function streakDepthZ(layerIndex: number) {
return layerIndex / Math.max(1, HERO_RAIN_LAYER_COUNT - 1);
}
const streaks: Streak[] = [];
for (let li = 0; li < HERO_RAIN_LAYER_COUNT; li += 1) {
const z = streakDepthZ(li);
for (let i = 0; i < HERO_STREAKS_PER_LAYER; i += 1) {
streaks.push({
x: rRand() * CALC_W,
y: rRand() * CALC_H,
z,
speed: HERO_RAIN_FAR_SPEED_PX_S + (HERO_RAIN_NEAR_SPEED_PX_S - HERO_RAIN_FAR_SPEED_PX_S) * z,
thick: 0.5 + z * 1.4,
});
}
}
function windGustAngle(nowMs: number) {
const a = Math.sin((nowMs / HERO_WIND_CYCLE_MS) * Math.PI * 2) * 0.7;
const b = Math.sin((nowMs / (HERO_WIND_CYCLE_MS * 0.37)) * Math.PI * 2) * 0.3;
return (a + b) * HERO_WIND_GUST_MAX_DEG;
}
const droplets: Droplet[] = [];
let dropletSpawnAcc = 0;
function spawnDroplet() {
droplets.push({
x: HERO_GLASS_X0 + rRand() * (HERO_GLASS_X1 - HERO_GLASS_X0),
y: HERO_GLASS_TOP + rRand() * 3,
vy: 0,
r: 0.9 + rRand() * 1.1,
});
}
function dropletMassMerge(a: Droplet, b: Droplet) {
const ar = a.r * a.r, br = b.r * b.r;
a.r = Math.sqrt(ar + br) * 0.86;
a.vy = (a.vy * ar + b.vy * br) / (ar + br);
}
function stepDroplets(dtS: number) {
dropletSpawnAcc += dtS * HERO_DROPLET_SPAWN_PER_S;
while (dropletSpawnAcc >= 1) { spawnDroplet(); dropletSpawnAcc -= 1; }
for (let i = 0; i < droplets.length; i += 1) {
const d = droplets[i];
const drag = Math.max(0.15, 1 - (d.r / HERO_DROPLET_DRAG_COEF) * 0.12);
d.vy += HERO_DROPLET_GRAVITY_PX_S * dtS * drag * 0.01 * d.r;
d.y += d.vy * dtS;
}
for (let a = droplets.length - 1; a >= 0; a -= 1) {
for (let b = a - 1; b >= 0; b -= 1) {
const da = droplets[a], db = droplets[b];
const dx = da.x - db.x, dy = da.y - db.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < (da.r + db.r) * 0.5 + HERO_DROPLET_MERGE_DIST_PX * 0.3) {
dropletMassMerge(db, da);
droplets.splice(a, 1);
break;
}
}
}
for (let k = droplets.length - 1; k >= 0; k -= 1) {
if (droplets[k].y > CALC_H + 2 || droplets[k].r > 5.5) droplets.splice(k, 1);
}
}
function branchLightning(segs: Seg[], x: number, y: number, ang: number, len: number, depth: number) {
if (depth <= 0 || len < 3) return;
const steps = 3 + Math.floor(rRand() * 2);
let cx = x, cy = y, cang = ang;
for (let i = 0; i < steps; i += 1) {
cang += (rRand() - 0.5) * 0.9;
const stepLen = len / steps;
const nx = cx + Math.sin(cang) * stepLen;
const ny = cy + Math.cos(cang) * stepLen;
segs.push({ x0: cx, y0: cy, x1: nx, y1: ny, depth });
if (depth > 1 && rRand() < 0.3) {
const side = rRand() < 0.5 ? -1 : 1;
branchLightning(segs, nx, ny, cang + side * (0.6 + rRand() * 0.5), len * 0.5, depth - 1);
}
cx = nx; cy = ny;
}
}
function makeBolt() {
const segs: Seg[] = [];
const startX = 20 + rRand() * 120;
branchLightning(segs, startX, 0, 0, HERO_GLASS_TOP * 0.88, HERO_LIGHTNING_BRANCH_DEPTH);
return segs;
}
let bolt: Seg[] = [];
let strikeAtMs = -99999;
let lastStrikeIndex = -1;
function updateStrike(nowMs: number) {
const idx = Math.floor(nowMs / HERO_LIGHTNING_STRIKE_PERIOD_MS);
if (idx !== lastStrikeIndex) {
lastStrikeIndex = idx;
bolt = makeBolt();
strikeAtMs = nowMs;
}
}
function stepSim(dtS: number, nowMs: number) {
const gust = windGustAngle(nowMs);
const gustRad = (gust * Math.PI) / 180;
for (let i = 0; i < streaks.length; i += 1) {
const s = streaks[i];
s.y += s.speed * dtS;
s.x += Math.sin(gustRad) * s.speed * 0.5 * dtS;
if (s.y > CALC_H + 4) { s.y = -4 - rRand() * 8; s.x = rRand() * CALC_W; }
if (s.x < -6) s.x = CALC_W + 6;
if (s.x > CALC_W + 6) s.x = -6;
}
stepDroplets(dtS);
updateStrike(nowMs);
}
let cw = 480, ch = 300;
function draw(nowMs: number) {
const sx = cw / CALC_W, sy = ch / CALC_H;
const sinceStrike = nowMs - strikeAtMs;
const flash = Math.exp(-Math.max(0, sinceStrike) / HERO_LIGHTNING_FLASH_DECAY_MS);
const boltAlpha = Math.exp(-Math.max(0, sinceStrike) / HERO_LIGHTNING_BOLT_FADE_MS);
ctx!.fillStyle = "#12111a";
ctx!.fillRect(0, 0, cw, ch);
if (flash > 0.02) {
ctx!.fillStyle = "rgba(255,250,230," + (flash * 0.5).toFixed(3) + ")";
ctx!.fillRect(0, 0, cw, ch);
}
for (let i = 0; i < streaks.length; i += 1) {
const s = streaks[i];
const alpha = 0.18 + s.z * 0.55;
const x = s.x * sx, y0 = s.y * sy, y1 = (s.y - s.thick * 5) * sy;
ctx!.strokeStyle = "rgba(214,228,255," + alpha + ")";
ctx!.lineWidth = Math.max(0.5, s.thick * ((sx + sy) / 2));
ctx!.beginPath();
ctx!.moveTo(x, y0);
ctx!.lineTo(x, y1);
ctx!.stroke();
}
if (boltAlpha > 0.03 && bolt.length) {
ctx!.save();
ctx!.strokeStyle = "rgba(255,252,240," + boltAlpha.toFixed(3) + ")";
ctx!.shadowColor = "rgba(255,246,200," + (boltAlpha * 0.75).toFixed(3) + ")";
ctx!.shadowBlur = 7 * ((sx + sy) / 2);
for (let b = 0; b < bolt.length; b += 1) {
const seg = bolt[b];
ctx!.lineWidth = Math.max(0.7, seg.depth * ((sx + sy) / 2) * 0.5);
ctx!.beginPath();
ctx!.moveTo(seg.x0 * sx, seg.y0 * sy);
ctx!.lineTo(seg.x1 * sx, seg.y1 * sy);
ctx!.stroke();
}
ctx!.restore();
}
ctx!.fillStyle = "rgba(255,255,255,0.05)";
ctx!.fillRect(0, HERO_GLASS_TOP * sy, cw, ch - HERO_GLASS_TOP * sy);
for (let d = 0; d < droplets.length; d += 1) {
const dr = droplets[d];
const dx = dr.x * sx, dy = dr.y * sy, rr = dr.r * ((sx + sy) / 2);
const grad = ctx!.createRadialGradient(dx - rr * 0.3, dy - rr * 0.3, 0, dx, dy, rr);
grad.addColorStop(0, "rgba(255,255,255,0.85)");
grad.addColorStop(0.5, "rgba(214,228,255,0.35)");
grad.addColorStop(1, "rgba(214,228,255,0.05)");
ctx!.fillStyle = grad;
ctx!.beginPath();
ctx!.arc(dx, dy, rr, 0, Math.PI * 2);
ctx!.fill();
}
}
function fit() {
const r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas!.width = cw; canvas!.height = ch;
draw(elapsed);
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let elapsed = 0;
if (reduce) root.classList.remove("is-demo");
const warmSteps = reduce ? 30 : 45;
for (let w = 0; w < warmSteps; w += 1) { elapsed += 20; stepSim(0.02, elapsed); }
let lastTs: number | null = null;
let raf = 0;
function tick(ts: number) {
if (lastTs === null) lastTs = ts;
const dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
stepSim(dt / 1000, elapsed);
draw(elapsed);
}
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
draw(elapsed);
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("resize", fit);
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.rn} is-demo`} ref={rootRef}>
<canvas className={styles.rn__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.rn__caption}>창밖 폭우 장면 하나에 깊이 시차·바람 돌풍·유리창 물방울·번개 갈라짐 네 기법을 겹쳐 한 화면으로 합친다</p>
</div>
</main>
);
}09 層・風・水滴・雷を一画面にまとめた嵐のヒーローシーン — 計測 累積面積 73.926% · 動いたフレーム 23/23GODRICH オリジナル · SCSS と React は zip に同梱 · css 雨を降らせる 9パターン — 窓辺のストーム背景
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