You are given a task to integrate an existing React component in the codebase

The codebase should support:
- shadcn project structure  
- Tailwind CSS
- Typescript

If it doesn't, provide instructions on how to setup project via shadcn CLI, install Tailwind or Typescript.

Determine the default path for components and styles. 
If default path for components is not /components/ui, provide instructions on why it's important to create this folder
Copy-paste this component to /components/ui folder:
```tsx
animated-shader-background.tsx
import React, { useEffect, useRef } from 'react';
import * as THREE from 'three';
import { Infinity, Rocket, Shield, Brain, Play, ChevronDown } from 'lucide-react';

const AnoAI = () => {
  const containerRef = useRef(null);

  useEffect(() => {
    const container = containerRef.current;
    const scene = new THREE.Scene();
    const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
    const renderer = new THREE.WebGLRenderer({ antialias: true });
    renderer.setSize(window.innerWidth, window.innerHeight);
    container.appendChild(renderer.domElement);

    const material = new THREE.ShaderMaterial({
      uniforms: {
        iTime: { value: 0 },
        iResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) }
      },
      vertexShader: `
        void main() {
          gl_Position = vec4(position, 1.0);
        }
      `,
      fragmentShader: `
        uniform float iTime;
        uniform vec2 iResolution;

        #define NUM_OCTAVES 3

        float rand(vec2 n) {
          return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
        }

        float noise(vec2 p) {
          vec2 ip = floor(p);
          vec2 u = fract(p);
          u = u*u*(3.0-2.0*u);

          float res = mix(
            mix(rand(ip), rand(ip + vec2(1.0, 0.0)), u.x),
            mix(rand(ip + vec2(0.0, 1.0)), rand(ip + vec2(1.0, 1.0)), u.x), u.y);
          return res * res;
        }

        float fbm(vec2 x) {
          float v = 0.0;
          float a = 0.3;
          vec2 shift = vec2(100);
          mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5));
          for (int i = 0; i < NUM_OCTAVES; ++i) {
            v += a * noise(x);
            x = rot * x * 2.0 + shift;
            a *= 0.4;
          }
          return v;
        }

        void main() {
          vec2 shake = vec2(sin(iTime * 1.2) * 0.005, cos(iTime * 2.1) * 0.005);
          vec2 p = ((gl_FragCoord.xy + shake * iResolution.xy) - iResolution.xy * 0.5) / iResolution.y * mat2(6.0, -4.0, 4.0, 6.0);
          vec2 v;
          vec4 o = vec4(0.0);

          float f = 2.0 + fbm(p + vec2(iTime * 5.0, 0.0)) * 0.5;

          for (float i = 0.0; i < 35.0; i++) {
            v = p + cos(i * i + (iTime + p.x * 0.08) * 0.025 + i * vec2(13.0, 11.0)) * 3.5 + vec2(sin(iTime * 3.0 + i) * 0.003, cos(iTime * 3.5 - i) * 0.003);
            float tailNoise = fbm(v + vec2(iTime * 0.5, i)) * 0.3 * (1.0 - (i / 35.0));
            vec4 auroraColors = vec4(
              0.1 + 0.3 * sin(i * 0.2 + iTime * 0.4),
              0.3 + 0.5 * cos(i * 0.3 + iTime * 0.5),
              0.7 + 0.3 * sin(i * 0.4 + iTime * 0.3),
              1.0
            );
            vec4 currentContribution = auroraColors * exp(sin(i * i + iTime * 0.8)) / length(max(v, vec2(v.x * f * 0.015, v.y * 1.5)));
            float thinnessFactor = smoothstep(0.0, 1.0, i / 35.0) * 0.6;
            o += currentContribution * (1.0 + tailNoise * 0.8) * thinnessFactor;
          }

          o = tanh(pow(o / 100.0, vec4(1.6)));
          gl_FragColor = o * 1.5;
        }
      `
    });

    const geometry = new THREE.PlaneGeometry(2, 2);
    const mesh = new THREE.Mesh(geometry, material);
    scene.add(mesh);

    let frameId;
    const animate = () => {
      material.uniforms.iTime.value += 0.016;
      renderer.render(scene, camera);
      frameId = requestAnimationFrame(animate);
    };
    animate();

    const handleResize = () => {
      renderer.setSize(window.innerWidth, window.innerHeight);
      material.uniforms.iResolution.value.set(window.innerWidth, window.innerHeight);
    };
    window.addEventListener('resize', handleResize);

    return () => {
      cancelAnimationFrame(frameId);
      window.removeEventListener('resize', handleResize);
      container.removeChild(renderer.domElement);
      geometry.dispose();
      material.dispose();
      renderer.dispose();
    };
  }, []);

  return (
    <div ref={containerRef} className="relative overflow-x-hidden">
      <div className="relative z-10 divider" />
    </div>
  );
};

export default AnoAI;


demo.tsx
import AnoAI from "@/components/ui/animated-shader-background";

const DemoOne = () => {
  return (
    <div className="w-full h-screen bg-black">
      <AnoAI/>
    </div>
  );
};

export { DemoOne };

```

Install NPM dependencies:
```bash
three, lucide-react
```

Extend existing Tailwind 4 index.css with this code (or if project uses Tailwind 3, extend tailwind.config.js or globals.css):
```css
@import "tailwindcss";
@import "tw-animate-css";


@keyframes float {
  0%, 100% {
    transform: translateY(0px);
  }
  50% {
    transform: translateY(-10px);
  }
}
```

Implementation Guidelines
 1. Analyze the component structure and identify all required dependencies
 2. Review the component's argumens and state
 3. Identify any required context providers or hooks and install them
 4. Questions to Ask
 - What data/props will be passed to this component?
 - Are there any specific state management requirements?
 - Are there any required assets (images, icons, etc.)?
 - What is the expected responsive behavior?
 - What is the best place to use this component in the app?

Steps to integrate
 0. Copy paste all the code above in the correct directories
 1. Install external dependencies
 2. Fill image assets with Unsplash stock images you know exist
 3. Use lucide-react icons for svgs or logos if component requires them
