Library
Design Vault
A personal library of polished web design effects. Ported from
arlan.me/vault (MIT),
staged from canvasui.dev,
or authored in-house. Every page carries a write-up, a faithful live preview,
and the complete code with per-file tabs. The same material powers the
design-vault skill for design reviews.
Getting started
Canvas UI intake
Canvas UI is an open source library of html-in-canvas & WebGL components by DavidHDev — WebGL effects that run over live, fully interactive HTML. All 24 components have been extracted in full (docs, API reference, and source for React, Vue, Svelte and vanilla TS) and staged for the vault. They get worked into proper vault entries one at a time; the status column below updates automatically as each one lands.
| Component | What it does | Status |
|---|
⚠ Most components use the experimental html-in-canvas API and need Chrome with
chrome://flags/#canvas-draw-element enabled. The three *-object
components are three.js-based and run everywhere.
License: MIT + Commons Clause — free to use in products, do not resell the components themselves.
raw/canvasui/<slug>.md · index: raw/canvasui/_index.md · re-scrape: python scripts/scrape-canvasui.pyText Effects
Ransom note
Live preview
How it works
I always liked the ransom-note look, where every letter is torn from a different magazine and taped down crooked. So I took a set of real cut-out letters and made it into something you can type with. Each character picks a random paper scrap from the set, then gets a small random tilt, bounce and size so the line reads like it was assembled by hand, not typed. Type your own note below, tune how messy it is, and re-roll to shuffle the scraps.
Code
// Ransom-note cutout manifest + per-character picker. The sprites are real torn/cut-out
// magazine letters (Resource Boy "Ransom Note Letters" pack, royalty-free), trimmed to
// their alpha bbox and downscaled to ~220px tall WebP. Each key (a character) maps to a
// handful of variants; composing a word means picking one cutout per character and
// jittering it a little so it reads like a hand-assembled ransom note.
import { mediaUrl } from "../../lib/video-sources";
import manifestJson from "../../../public/vault/ransom/manifest.json";
export type Variant = { file: string; w: number; h: number };
export type Manifest = Record<string, Variant[]>;
export const RANSOM: Manifest = manifestJson as Manifest;
// where the sprites are served from (R2 in prod, /public in dev)
export const RANSOM_BASE = "/vault/ransom/";
export function spriteUrl(file: string): string {
return mediaUrl(`${RANSOM_BASE}${file}`);
}
// Characters we have cutouts for. Everything else (space, unknown) is rendered as a gap.
export function hasGlyph(ch: string): boolean {
return RANSOM[ch] !== undefined;
}
// A small deterministic PRNG (mulberry32) so a given seed reproduces the same note — the
// hero holds a stable composition per phrase, and "Re-roll" just bumps the seed.
export function mulberry32(seed: number): () => number {
let a = seed >>> 0;
return () => {
a |= 0;
a = (a + 0x6d2b79f5) | 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
// hash a string to a stable 32-bit seed (so the same phrase defaults to the same note)
export function hashSeed(s: string): number {
let h = 2166136261;
for (let i = 0; i < s.length; i++) {
h ^= s.charCodeAt(i);
h = Math.imul(h, 16777619);
}
return h >>> 0;
}
export type Placed = {
kind: "glyph" | "space";
ch: string;
variant?: Variant;
rot: number; // deg tilt
dy: number; // baseline offset, in em of the line height
scale: number; // per-letter scale multiplier
mx: number; // extra horizontal gap after (em)
depth: number; // 0..1 parallax depth (seeded) — far scraps lean less toward the cursor
};
export type JitterConfig = {
rot: number; // max |tilt| in deg
dy: number; // max baseline bounce (em)
scale: number; // scale variance (0.1 => 0.9..1.1)
gap: number; // max extra gap between letters (em)
};
export const DEFAULT_JITTER: JitterConfig = {
rot: 8, // lively but readable
dy: 0.06,
scale: 0.12,
gap: 0.05,
};
// All cutout variants available for a given character (via its manifest key), or [] if none.
// Used by click-to-swap so a scrap can flip to a *different* scrap of the same letter.
export function variantsFor(ch: string): Variant[] {
const key = keyFor(ch);
return key ? RANSOM[key] : [];
}
// Resolve a character to a manifest key. Uppercase/lowercase share a folder in the pack
// (variants already mix cases), so we upcase letters; a few symbols map to shared keys.
function keyFor(ch: string): string | null {
if (ch === " ") return null;
const up = ch.toUpperCase();
if (RANSOM[up]) return up;
if (RANSOM[ch]) return ch;
if (ch === "(" || ch === ")") return RANSOM["()"] ? "()" : null;
if (ch === "." && RANSOM[","]) return null; // no period cutout; render as a small gap
return null;
}
// Natural rendered width of a composed line at a given letter height (px). Mirrors the
// layout in RansomLine (per-letter width = aspect*scale*lineH, spaces = 0.32em, a small
// inter-item gap of 0.04em, plus each glyph's extra mx gap). Used to fit a line to one row.
export function lineWidth(placed: Placed[], lineH: number): number {
let w = 0;
const gap = lineH * 0.04;
placed.forEach((p, i) => {
if (i > 0) w += gap;
if (p.kind === "space") {
w += lineH * 0.32;
return;
}
const v = p.variant!;
w += (v.w / v.h) * (lineH * p.scale) + p.mx * lineH;
});
return w;
}
// Compose a line of text into placed cutouts using a seed. Deterministic for (text, seed).
export function composeLine(
text: string,
seed: number,
jitter: JitterConfig = DEFAULT_JITTER,
): Placed[] {
const rnd = mulberry32(seed);
const out: Placed[] = [];
for (const ch of text) {
const key = keyFor(ch);
if (!key) {
out.push({ kind: "space", ch, rot: 0, dy: 0, scale: 1, mx: 0, depth: 0 });
continue;
}
const variants = RANSOM[key];
const v = variants[Math.floor(rnd() * variants.length)];
out.push({
kind: "glyph",
ch,
variant: v,
rot: (rnd() * 2 - 1) * jitter.rot,
dy: (rnd() * 2 - 1) * jitter.dy,
scale: 1 + (rnd() * 2 - 1) * jitter.scale,
mx: rnd() * jitter.gap,
// seeded parallax depth: 0.35..1. Near scraps (→1) lean most toward the cursor,
// far ones barely move, so the taped collage gets real depth on hover.
depth: 0.35 + rnd() * 0.65,
});
}
return out;
}"use client";
// Renders one composed line of ransom-note cutouts. Each glyph is an <img> of a real
// torn-paper letter, sized to a shared line height (width follows the sprite's aspect),
// tilted / baseline-bounced / scaled per the composition. Spaces become a gap.
//
// Appear vocabulary is "slam & settle": a scrap punches in slightly too big with extra
// tilt and overshoots flat, like it's being pressed / taped onto the page (scale + rotate,
// no vertical drop). `direction` lets the same line animate OUT (fade + shrink) so the card
// can crossfade one phrase into the next with no blank gap.
//
// Each scrap also carries a per-letter parallax `depth` (data-depth) + its resting rotation
// (data-rot) so a cursor engine can lean the whole collage toward the pointer.
import { type CSSProperties, useEffect, useRef, useState } from "react";
import { spriteUrl, variantsFor, type Placed, type Variant } from "./manifest";
import { hapticTap } from "../../lib/haptics";
// Back-out overshoot: scrap springs past its size then settles flat — the "tape-down" snap.
const SLAM_EASE = "cubic-bezier(.34,1.56,.64,1)";
// A calm ease-OUT for the box-width glide. The slam ease overshoots, which on `width` shoved
// neighbors wider-then-back; width should settle monotonically so the row never jitters.
const WIDTH_EASE = "cubic-bezier(.22,.61,.36,1)";
// Switch (phrase→phrase) vertical-pass motion: a soft rise + un-blur in, a quick lift-blur out.
const RISE_EASE = "cubic-bezier(.16,1,.3,1)"; // expo-out — fast start, long glide, no overshoot
const IN_MS = 460; // per-scrap rise-in duration (slower than a slam → smoother, feathered)
const OUT_MS = 240; // lift-blur-out duration (whole line together)
const STAGGER_MS = 26; // left-to-right cascade step on the rise-in
const SWAP_MS = 260; // click-swap flip duration
export function RansomLine({
placed,
lineH,
revealed = true,
direction = "in",
staggerStart = 0,
nowrap = false,
className = "",
}: {
placed: Placed[];
/** cap height of a letter in px (the sprites are 220px tall; width scales to aspect) */
lineH: number;
/** when false, letters sit hidden (for an entrance animation) */
revealed?: boolean;
/** "in" = slam/settle to rest; "out" = fade + shrink away (for the crossfade) */
direction?: "in" | "out";
/** index offset so multiple lines can stagger continuously */
staggerStart?: number;
/** keep the whole line on one row (no wrapping) — the caller sizes it to fit */
nowrap?: boolean;
className?: string;
}) {
let gi = staggerStart;
return (
<div
className={`flex items-center justify-center ${nowrap ? "flex-nowrap" : "flex-wrap"} ${className}`}
style={{ gap: `${lineH * 0.04}px` }}
>
{placed.map((p, i) => {
if (p.kind === "space") {
return <span key={i} style={{ width: `${lineH * 0.32}px` }} aria-hidden />;
}
return (
<Scrap key={i} p={p} lineH={lineH} revealed={revealed} direction={direction} idx={gi++} />
);
})}
</div>
);
}
// One cutout letter. Owns two things beyond rendering:
// • the entrance/exit slam (inner <img> transform, staggered per idx),
// • click-to-swap — clicking flips the scrap to a DIFFERENT variant of the same character
// with a quick spin/scale flip (old image flips out, new one slams in over it).
// The outer <span> is the parallax lean layer the cursor engine writes --px/--py/--pr/--ps to.
function Scrap({
p,
lineH,
revealed,
direction,
idx,
}: {
p: Placed;
lineH: number;
revealed: boolean;
direction: "in" | "out";
idx: number;
}) {
// A click-chosen override variant, or null to show the composed one. Derived (no effect):
// when the composition changes (re-roll / phrase switch), p.variant changes identity and
// the override is dropped so the fresh cutout shows.
const [override, setOverride] = useState<{ base: Variant; picked: Variant } | null>(null);
const variant = override && override.base === p.variant ? override.picked : p.variant!;
// During a swap: `incoming` = the new width target (box glides to it); `outgoing` = the OLD
// cutout, rendered as an overlay that flips OUT on top of the already-promoted base.
const [incoming, setIncoming] = useState<Variant | null>(null);
const [outgoing, setOutgoing] = useState<Variant | null>(null);
const swapTimer = useRef<number | null>(null);
useEffect(() => () => {
if (swapTimer.current) window.clearTimeout(swapTimer.current);
}, []);
const h = lineH * p.scale;
const aspect = (vr: Variant) => (vr.w / vr.h) * h;
const w = aspect(variant); // width of the currently-shown variant
// While swapping, the box targets the INCOMING variant's width immediately (on click), so
// it glides to the real size right away and neighbors slide along with it — no end-of-swap
// jump. The two images inside keep their own true widths so neither distorts mid-animation.
const boxW = incoming ? aspect(incoming) : w;
const baseY = (p.dy * lineH).toFixed(2);
const leanTransform = `translate(var(--px, 0px), calc(${baseY}px + var(--py, 0px))) rotate(var(--pr, 0deg)) scale(var(--ps, 1))`;
const restInner = `translateY(0px) rotate(${p.rot}deg) scale(1)`;
// Switch vocabulary — a soft VERTICAL PASS with a feathered blur (the note re-assembling):
// • in → the scrap rises from just below, un-blurs and settles (staggered L→R);
// • out → the scrap lifts up, blurs and fades away (peeled off the board).
const RISE = Math.max(10, lineH * 0.18);
const hiddenInner =
direction === "in"
? `translateY(${RISE.toFixed(1)}px) rotate(${(p.rot * 1.25).toFixed(2)}deg) scale(0.96)`
: `translateY(${(-RISE * 0.8).toFixed(1)}px) rotate(${(p.rot * 0.8).toFixed(2)}deg) scale(0.98)`;
// drop-shadow is constant (the paper contact); the blur is what animates on the switch.
const SHADOW = "drop-shadow(0 2px 3px rgba(20,20,25,0.16)) drop-shadow(0 6px 10px rgba(20,20,30,0.10))";
const blurAmt = revealed ? 0 : direction === "in" ? 3.5 : 5;
const swap = () => {
if (incoming) return; // already mid-swap
const all = variantsFor(p.ch);
const others = all.filter((v) => v.file !== variant.file);
if (!others.length) return; // only one cutout for this letter — nothing to swap to
hapticTap();
const next = others[Math.floor(Math.random() * others.length)];
// Promote immediately: the BASE image now shows `next` (fully opaque, at rest), and the
// OLD variant becomes a transient overlay that flips OUT on top of it. So when the overlay
// is removed at the end, the base is already the final letter — no empty blink frame.
setOverride({ base: p.variant!, picked: next });
setOutgoing(variant); // the letter we're leaving, flips out over the new base
setIncoming(next); // (kept for the box-width target)
swapTimer.current = window.setTimeout(() => {
setOutgoing(null);
setIncoming(null);
}, SWAP_MS);
};
const outerStyle: CSSProperties = {
transform: leanTransform,
// No CSS transition here: the magnetism/drag/breathe hook eases every value per frame in
// JS, so a CSS transition on top would just add lag and fight the spring. When the hook is
// inactive (reduced-motion / touch) the vars stay 0 and this is a plain static transform.
willChange: "transform",
marginRight: `${p.mx * lineH}px`,
lineHeight: 0,
cursor: "grab",
touchAction: "none", // let the scrap own drag gestures (no scroll hijack fighting)
};
const wrapStyle: CSSProperties = {
display: "flex",
alignItems: "center",
justifyContent: "center",
position: "relative",
width: `${boxW}px`,
height: `${h}px`,
transformOrigin: "center center",
transform: revealed ? restInner : hiddenInner,
opacity: revealed ? 1 : 0,
transition:
direction === "in"
? // rise + un-blur + fade in, per-letter staggered L→R on a smooth ease-out.
`transform ${IN_MS}ms ${RISE_EASE} ${idx * STAGGER_MS}ms, opacity ${Math.round(IN_MS * 0.7)}ms ease ${idx * STAGGER_MS}ms, filter ${IN_MS}ms ease ${idx * STAGGER_MS}ms, width ${SWAP_MS}ms ${WIDTH_EASE}`
: // lift + blur + fade out, quick, all letters together (no cascade) so it clears fast.
`transform ${OUT_MS}ms cubic-bezier(.4,0,.7,1), opacity ${OUT_MS}ms ease, filter ${OUT_MS}ms ease, width ${SWAP_MS}ms ${WIDTH_EASE}`,
filter: `${SHADOW} blur(${blurAmt}px)`,
willChange: "transform, opacity, filter, width",
};
// Each image keeps its OWN true aspect width (centered in the box) so the animating box
// width never stretches/distorts a scrap. Both are absolute + centered so they overlap.
const imgBase = (vr: Variant): CSSProperties => ({
position: "absolute",
top: "50%",
left: "50%",
width: `${aspect(vr)}px`,
height: `${h}px`,
transition: `transform ${SWAP_MS}ms ${SLAM_EASE}, opacity ${SWAP_MS}ms ease`,
});
return (
<span
style={outerStyle}
data-depth={p.depth ?? 0.5}
onPointerDown={(e) => {
// don't begin a native text selection / image drag when grabbing a scrap
e.preventDefault();
}}
onClick={(e) => {
// a real drag sets data-dragging on this element (see use-magnetism); a click that
// follows a drag should NOT swap — only a genuine tap does.
if (e.currentTarget.dataset.dragging) return;
swap();
}}
>
<span style={wrapStyle}>
{/* BASE: always the shown variant, fully at rest. During a swap it's already the NEW
cutout underneath, so removing the overlay reveals it with no empty frame. */}
<img
src={spriteUrl(variant.file)}
alt={p.ch}
draggable={false}
decoding="async"
className="select-none"
style={{
...imgBase(variant),
transform: "translate(-50%,-50%)",
// during a swap the new letter slams in via the overlay, so keep the base itself
// steady (no reverse transition = no blink); at rest it's just the letter.
transition: "none",
}}
/>
{/* OVERLAY: the OLD cutout, flipping OUT on top of the already-swapped base (spin +
shrink + fade). When it finishes and unmounts, the new base is simply revealed. */}
{outgoing && (
<img
src={spriteUrl(outgoing.file)}
alt=""
aria-hidden
draggable={false}
decoding="async"
className="select-none"
style={{
...imgBase(outgoing),
animation: `ransom-swap-out ${SWAP_MS}ms ${SLAM_EASE} both`,
}}
/>
)}
</span>
</span>
);
}
// A RansomLine that manages its OWN entrance: mounts hidden, then slams in on the next
// frame. Remount it (change its `key`) to replay the slam — used by the playground's
// Re-roll / live edits so a fresh composition punches back in with no shared reveal state.
export function SlammingLine(props: Omit<Parameters<typeof RansomLine>[0], "revealed">) {
const [revealed, setRevealed] = useState(false);
useEffect(() => {
const r = requestAnimationFrame(() => setRevealed(true));
return () => cancelAnimationFrame(r);
}, []);
return <RansomLine {...props} revealed={revealed} />;
}"use client";
// A live, display-only Vault card: short phrases assembled as a ransom note out of real
// torn-paper cutout letters. Each phrase SLAMS in letter-by-letter (scale + tilt overshoot,
// like it's taped down), holds, then CROSSFADES straight into the next — the outgoing line
// shrinks/fades out while the incoming line is already slamming in over it, so there's no
// blank gap. Moving the cursor magnetizes each scrap toward the pointer by its own proximity
// (near letters lean + lift, far ones stay put). Pauses when offscreen / hidden.
import { useEffect, useMemo, useRef, useState } from "react";
import { RansomLine } from "./RansomLine";
import { useMagnetism } from "./use-magnetism";
import { composeLine, hashSeed, lineWidth, DEFAULT_JITTER, type Placed } from "./manifest";
// kept short so they compose cleanly on one card and stay readable
const PHRASES = ["stay weird", "make stuff", "be kind", "trust me", "keep going", "no rules"];
// cycle timing
const REVEAL_HOLD = 1800; // ms held fully revealed (quicker resting state)
const CROSS_OVERLAP = 150; // ms after the old line lifts off before the new one rises in
const OUT_MS = 260; // how long the outgoing line stays mounted while it lifts + blurs away
type Slot = { key: number; phraseIdx: number; placed: Placed[]; direction: "in" | "out"; revealed: boolean };
export function RansomNoteCard({
bare = false,
viewTransitionName,
}: {
bare?: boolean;
viewTransitionName?: string;
} = {}) {
void bare;
const hostRef = useRef<HTMLDivElement>(null);
const [avail, setAvail] = useState(900);
// The card renders 1 or 2 stacked lines: the current one (slamming in / resting) and,
// briefly during a switch, the outgoing one (fading out underneath). A monotonic key
// guarantees React remounts each line so its enter transition re-fires. The counter lives
// in a ref and is only ever bumped inside effects/handlers (never during render).
const seq = useRef(1);
const makeSlot = (phraseIdx: number): Slot => ({
key: seq.current++,
phraseIdx,
placed: composeLine(PHRASES[phraseIdx].toUpperCase(), hashSeed(PHRASES[phraseIdx]), DEFAULT_JITTER),
direction: "in",
revealed: false,
});
// Initial slot built without touching the ref (key 0), so nothing is read during render.
const [slots, setSlots] = useState<Slot[]>(() => [
{
key: 0,
phraseIdx: 0,
placed: composeLine(PHRASES[0].toUpperCase(), hashSeed(PHRASES[0]), DEFAULT_JITTER),
direction: "in",
revealed: false,
},
]);
// fit the CURRENT phrase to ONE row: comfortable target height, scaled down if it would
// overflow the card's usable width (padding leaves ~86% for the letters). The outgoing
// line reuses this height (it's leaving, exact fit doesn't matter).
const current = slots[slots.length - 1];
const lineH = useMemo(() => {
const usable = avail * 0.86;
const target = Math.max(48, Math.min(112, Math.round(avail * 0.085)));
const natural = lineWidth(current.placed, target);
return natural > usable ? Math.max(30, Math.floor((target * usable) / natural)) : target;
}, [current.placed, avail]);
// ── cycle: slam in → hold → crossfade to next ──────────────────────────────
useEffect(() => {
const host = hostRef.current;
if (!host) return;
const reduced = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const ro = new ResizeObserver(() => setAvail(host.clientWidth));
ro.observe(host);
if (reduced) {
// static: just show the current phrase revealed, no cycling. Deferred a frame so it
// isn't a synchronous set in the effect body (avoids a cascading render).
const raf = requestAnimationFrame(() =>
setSlots((s) => [{ ...s[s.length - 1], revealed: true }]),
);
return () => {
cancelAnimationFrame(raf);
ro.disconnect();
};
}
let onScreen = false;
let hidden = false;
let hovering = false; // freeze the phrase while the cursor is on the card
let running = false;
const timers = new Set<number>();
const after = (fn: () => void, ms: number) => {
const id = window.setTimeout(() => {
timers.delete(id);
fn();
}, ms);
timers.add(id);
return id;
};
const clearTimers = () => {
for (const id of timers) window.clearTimeout(id);
timers.clear();
};
const revealCurrent = () => {
// flip the just-mounted line to revealed so it slams in.
setSlots((s) => s.map((sl, i) => (i === s.length - 1 ? { ...sl, revealed: true } : sl)));
};
const toNext = () => {
if (!running) return;
setSlots((s) => {
const cur = s[s.length - 1];
const nextIdx = (cur.phraseIdx + 1) % PHRASES.length;
// mark current as leaving (out), add the next as an incoming hidden line on top.
const leaving: Slot = { ...cur, direction: "out", revealed: false };
const incoming = makeSlot(nextIdx);
return [leaving, incoming];
});
// drop the outgoing line once it's faded, and slam the incoming one in.
after(() => setSlots((s) => s.slice(-1)), OUT_MS);
after(revealCurrent, CROSS_OVERLAP);
// schedule the next switch.
after(toNext, CROSS_OVERLAP + REVEAL_HOLD);
};
const start = () => {
if (running) return;
running = true;
// reveal whatever's current, then begin the loop.
revealCurrent();
after(toNext, REVEAL_HOLD);
};
const stop = () => {
running = false;
clearTimers();
};
// Freeze the auto-cycle while hovering, so a phrase never switches out from under the
// cursor mid-interaction (the letters you're leaning / dragging stay put). Because a
// switch only ever fires from a queued timer, stopping before it fires leaves the current
// phrase fully settled; leaving resumes the loop and the next switch happens then.
const sync = () => (onScreen && !hidden && !hovering ? start() : stop());
const io = new IntersectionObserver(
(es) => {
onScreen = es[0]?.isIntersecting ?? false;
sync();
},
{ threshold: 0.2 },
);
io.observe(host);
const onVis = () => {
hidden = document.hidden;
sync();
};
document.addEventListener("visibilitychange", onVis);
// pause on hover, resume on leave (pointer devices only — a touch has no lingering hover)
const canHover = window.matchMedia("(hover: hover) and (pointer: fine)").matches;
const onEnter = () => {
hovering = true;
sync();
// if a crossfade was mid-flight when the pointer arrived, collapse to a single clean,
// fully-revealed line so it freezes tidily (no half-faded outgoing scrap left behind).
setSlots((s) => {
if (s.length === 1 && s[0].revealed && s[0].direction === "in") return s;
const cur = s[s.length - 1];
return [{ ...cur, direction: "in", revealed: true }];
});
};
const onLeave = () => {
hovering = false;
sync();
};
if (canHover) {
host.addEventListener("pointerenter", onEnter);
host.addEventListener("pointerleave", onLeave);
}
return () => {
stop();
ro.disconnect();
io.disconnect();
document.removeEventListener("visibilitychange", onVis);
host.removeEventListener("pointerenter", onEnter);
host.removeEventListener("pointerleave", onLeave);
};
}, []);
// cursor magnetism: each scrap reacts to the pointer's proximity to ITSELF (near letters
// lean toward it + lift, far ones stay put) — a per-letter field, not a flat card tilt.
useMagnetism(hostRef);
return (
<div
ref={hostRef}
data-canvas-card
aria-label="Short phrases spelled out as a ransom note from torn-paper cutout letters, revealing one letter at a time."
style={viewTransitionName ? { viewTransitionName } : undefined}
className="relative mx-auto flex aspect-[1344/620] w-full select-none items-center justify-center overflow-hidden rounded-[12px] border border-[var(--border-line)] bg-[var(--bg-page)] px-10 sm:px-16"
>
{/* Stacked lines: outgoing (leaving) sits under the incoming during a crossfade.
Absolute so both occupy the same centered box; the current one is last. */}
{slots.map((sl) => (
<div key={sl.key} className="absolute inset-0 flex items-center justify-center px-10 sm:px-16">
<RansomLine
placed={sl.placed}
lineH={lineH}
revealed={sl.revealed}
direction={sl.direction}
nowrap
/>
</div>
))}
</div>
);
}"use client";
// Ransom-note playground — the detail-page editor. Type any text and it composes into a
// note built from real torn-paper cutout letters, with live jitter controls (tilt, bounce,
// scale variance, spacing, size) and a Re-roll that reshuffles which cutouts are used.
// Built on the shared composeLine picker the display card uses.
import { useEffect, useMemo, useRef, useState } from "react";
import { SlammingLine } from "./RansomLine";
import { useMagnetism } from "./use-magnetism";
import { composeLine, hashSeed, lineWidth, type JitterConfig } from "./manifest";
import { PG_PREVIEW, PG_PANEL, Slider, GhostButton } from "../swirl/controls";
import { SectionLabel } from "../section-label";
import { hapticTap } from "../../lib/haptics";
const LABEL = "text-[12px] text-[var(--text-tertiary)]";
export function RansomNotePlayground() {
const [text, setText] = useState("stay weird");
const [seed, setSeed] = useState(() => hashSeed("stay weird"));
const [jit, setJit] = useState<JitterConfig>({ rot: 8, dy: 0.06, scale: 0.12, gap: 0.2 });
const [size, setSize] = useState(78);
const stageRef = useRef<HTMLDivElement>(null);
const [avail, setAvail] = useState(900); // usable inner width of the preview
// bumps on every Re-roll so the lines remount (via key) and slam back in.
const [playKey, setPlayKey] = useState(0);
// split into lines (Enter breaks a line); compose each with a per-line seed so re-roll
// reshuffles everything at once.
const lines = useMemo(() => {
const raw = (text || " ").split("\n");
return raw.map((ln, i) => composeLine(ln.toUpperCase(), seed + i * 101, jit));
}, [text, seed, jit]);
// track the stage width so we can shrink each line to fit on ONE row (never wrap)
useEffect(() => {
const el = stageRef.current;
if (!el) return;
const ro = new ResizeObserver(() => setAvail(el.clientWidth));
ro.observe(el);
setAvail(el.clientWidth);
return () => ro.disconnect();
}, []);
// cursor magnetism: each scrap reacts to the pointer's proximity to itself (same per-letter
// field as the display card), scoped to the preview stage.
useMagnetism(stageRef);
// per line: use the Size slider as the max height, but scale down if the line would
// overflow the stage width, so the whole note always stays on a single row.
const fittedH = (placed: (typeof lines)[number]) => {
// small safety factor: tilt expands each letter's box a little beyond its upright width
const room = avail * 0.94;
const natural = lineWidth(placed, size);
if (natural <= room || natural <= 0) return size;
return Math.max(20, Math.floor((size * room) / natural));
};
const reroll = () => {
hapticTap();
setSeed((s) => (s + 0x9e3779b1) >>> 0);
setPlayKey((k) => k + 1); // remount → slam the fresh scraps back in
};
return (
<div className="flex min-w-0 flex-col gap-4">
<SectionLabel action={<GhostButton onClick={reroll}>Re-roll</GhostButton>}>
Playground
</SectionLabel>
{/* live preview */}
<div className={`${PG_PREVIEW} aspect-[1344/620] w-full bg-[var(--bg-page)]`}>
<div
ref={stageRef}
className="absolute inset-0 flex flex-col items-center justify-center gap-[3%] overflow-hidden px-[5%]"
>
{/* Keyed on playKey only, so Re-roll remounts → slams the fresh scraps in, while
live typing / slider edits update the same lines in place (no replayed slam). */}
{lines.map((placed, i) => (
<SlammingLine key={`${playKey}-${i}`} placed={placed} lineH={fittedH(placed)} nowrap />
))}
</div>
</div>
{/* controls */}
<div className={PG_PANEL}>
{/* text */}
<div className="flex flex-col gap-2 sm:flex-row sm:items-center">
<span className={`${LABEL} shrink-0`}>Text</span>
<input
value={text}
onChange={(e) => setText(e.target.value)}
placeholder="type a note"
maxLength={40}
className="h-8 min-w-0 flex-1 rounded-lg border border-[var(--border-line)] bg-[var(--bg-page)] px-3 text-[12px] text-[var(--text-primary)] outline-none transition-colors duration-150 ease-[var(--ease-out)] placeholder:text-[var(--text-tertiary)] hover:border-[var(--border-ring)] focus:border-[var(--border-ring)] sm:ml-auto sm:w-[220px] sm:flex-none"
/>
</div>
{/* two columns of sliders */}
<div className="grid grid-cols-1 items-start gap-x-6 gap-y-5 sm:grid-cols-2">
<div className="flex flex-col gap-3 self-start">
<span className={LABEL}>Chaos</span>
<Slider label="Tilt" value={jit.rot} min={0} max={22} step={0.5}
format={(v) => `${v.toFixed(0)}°`} onChange={(v) => setJit((j) => ({ ...j, rot: v }))} />
<Slider label="Bounce" value={jit.dy} min={0} max={0.2} step={0.005}
format={(v) => v.toFixed(2)} onChange={(v) => setJit((j) => ({ ...j, dy: v }))} />
</div>
<div className="flex flex-col gap-3 self-start">
<span className={LABEL}>Layout</span>
<Slider label="Scale mix" value={jit.scale} min={0} max={0.3} step={0.01}
format={(v) => v.toFixed(2)} onChange={(v) => setJit((j) => ({ ...j, scale: v }))} />
<Slider label="Spacing" value={jit.gap} min={0} max={0.25} step={0.01}
format={(v) => v.toFixed(2)} onChange={(v) => setJit((j) => ({ ...j, gap: v }))} />
<Slider label="Size" value={size} min={40} max={120} step={1}
format={(v) => `${v.toFixed(0)}px`} onChange={setSize} />
</div>
</div>
</div>
</div>
);
}- Company: Study
- Date: Jul 16, 2026
- Tags: Type, Collage, Cutout
- Source: https://resourceboy.com/
.claude/skills/design-vault/references/ransom-note.mdText Effects
Blur glow
Live preview
How it works
A crisp word sitting in a soft gradient-mapped GLOW on light paper — the 'blur glow' text look done live in WebGL (no assets). Rasterize the word to a white silhouette mask at a LOCKED cap-height (fit by height so every cycled word is the same size). Build the halo with a real MULTI-PASS GAUSSIAN BLOOM: blur + downsample the mask into ~4 progressively smaller framebuffers, each a separable H-then-V 9-tap Gaussian (small buffers = a huge smooth halo, no ring banding). Give the blur a VARIABLE FOCUS: keep the middle of the word sharp and blur harder toward both ends (a depth-of-field), driven by the word's measured x-extent. In the composite pass, sum the blur levels with falling weights into one grayscale glow field, apply a gamma so the coloured band hugs the letters, then GRADIENT-MAP its luminance (inverted: paper→light end, cores→dark end) through a 5-stop ramp. Draw the sharp word on top in the palette's INK colour (not plain black), letting the glow bleed into the letter edges, and blend dense monochrome film GRAIN over everything with a soft-light formula (like a 50% noise layer). Animate: the bloom BREATHES on a slow sine, the hue DRIFTS a touch, the cursor lights a local HOT-SPOT, and the word CROSS-DISSOLVES (eased) through a cycle, each settling into a different colour world. Ship several 5-stop palettes, each with its own ink + light paper colour (no dark mode). Framework-free WebGL1 + a rAF loop; DPR-capped at 1.5, pauses offscreen, one static frame under reduced motion.
Code
export type Stop = { pos: number; color: [number, number, number] };
export interface Palette {
name: string;
stops: Stop[];
ink: [number, number, number];
paper: [number, number, number];
}
const rgb = (hex: string): [number, number, number] => [
parseInt(hex.slice(1, 3), 16) / 255,
parseInt(hex.slice(3, 5), 16) / 255,
parseInt(hex.slice(5, 7), 16) / 255,
];
export const PALETTES: Palette[] = [
{
name: "Ultraviolet",
stops: [
{ pos: 0.0, color: rgb("#0c0622") },
{ pos: 0.22, color: rgb("#5b1fd6") },
{ pos: 0.46, color: rgb("#ff3bd4") },
{ pos: 0.72, color: rgb("#ffcf4d") },
{ pos: 1.0, color: rgb("#faf7ff") },
],
ink: rgb("#2a0f66"),
paper: rgb("#faf7ff"),
},
{
name: "Molten",
stops: [
{ pos: 0.0, color: rgb("#28060a") },
{ pos: 0.22, color: rgb("#d21414") },
{ pos: 0.46, color: rgb("#ff6a1f") },
{ pos: 0.72, color: rgb("#ffcf52") },
{ pos: 1.0, color: rgb("#fff7ec") },
],
ink: rgb("#7a1410"),
paper: rgb("#fff7ec"),
},
{
name: "Bubblegum",
stops: [
{ pos: 0.0, color: rgb("#2a0718") },
{ pos: 0.22, color: rgb("#ff1e8e") },
{ pos: 0.46, color: rgb("#ff7ab0") },
{ pos: 0.72, color: rgb("#ffe0b0") },
{ pos: 1.0, color: rgb("#fff5fa") },
],
ink: rgb("#8a0e52"),
paper: rgb("#fff5fa"),
},
{
name: "Electric",
stops: [
{ pos: 0.0, color: rgb("#04102e") },
{ pos: 0.22, color: rgb("#1550ff") },
{ pos: 0.46, color: rgb("#25c8ff") },
{ pos: 0.72, color: rgb("#bff0ff") },
{ pos: 1.0, color: rgb("#f4faff") },
],
ink: rgb("#0a2b8c"),
paper: rgb("#f4faff"),
},
{
name: "Jade",
stops: [
{ pos: 0.0, color: rgb("#03170f") },
{ pos: 0.22, color: rgb("#0f7a4a") },
{ pos: 0.46, color: rgb("#1fd88a") },
{ pos: 0.72, color: rgb("#b8f5d8") },
{ pos: 1.0, color: rgb("#f3fbf6") },
],
ink: rgb("#0a3d28"),
paper: rgb("#f3fbf6"),
},
{
name: "Sunburst",
stops: [
{ pos: 0.0, color: rgb("#04161c") },
{ pos: 0.22, color: rgb("#0e7d86") },
{ pos: 0.46, color: rgb("#f2a20c") },
{ pos: 0.72, color: rgb("#ffe27a") },
{ pos: 1.0, color: rgb("#fefaf0") },
],
ink: rgb("#0a3a40"),
paper: rgb("#fefaf0"),
},
];
export function paletteUniforms(p: Palette): {
positions: number[];
colors: number[];
ink: number[];
paper: number[];
} {
const positions: number[] = [];
const colors: number[] = [];
for (let i = 0; i < 5; i++) {
const s = p.stops[Math.min(i, p.stops.length - 1)];
positions.push(s.pos);
colors.push(s.color[0], s.color[1], s.color[2]);
}
return { positions, colors, ink: p.ink, paper: p.paper };
}
export interface PaletteUniforms {
positions: number[];
colors: number[];
ink: number[];
paper: number[];
}
const LUMA: readonly [number, number, number] = [0.2126, 0.7152, 0.0722];
function satPreserveLerp(x: number[], y: number[], t: number): number[] {
const out = x.map((v, i) => v + (y[i] - v) * t);
const bell = Math.sin(Math.PI * t);
if (bell < 1e-4) return out;
const satOf = (c0: number, c1: number, c2: number) => {
const mx = Math.max(c0, c1, c2);
return mx === 0 ? 0 : (mx - Math.min(c0, c1, c2)) / mx;
};
for (let i = 0; i + 2 < out.length; i += 3) {
const r = out[i], g = out[i + 1], b = out[i + 2];
const target = Math.max(
satOf(x[i], x[i + 1], x[i + 2]),
satOf(y[i], y[i + 1], y[i + 2]),
);
const s = satOf(r, g, b);
if (s < 1e-4 || target < 1e-4) continue;
const k = (s + (target - s) * bell) / s;
const L = LUMA[0] * r + LUMA[1] * g + LUMA[2] * b;
out[i] = Math.min(1, Math.max(0, L + (r - L) * k));
out[i + 1] = Math.min(1, Math.max(0, L + (g - L) * k));
out[i + 2] = Math.min(1, Math.max(0, L + (b - L) * k));
}
return out;
}
export function lerpPaletteUniforms(a: PaletteUniforms, b: PaletteUniforms, t: number): PaletteUniforms {
const lerpArr = (x: number[], y: number[]) => x.map((v, i) => v + (y[i] - v) * t);
return {
positions: lerpArr(a.positions, b.positions),
colors: satPreserveLerp(a.colors, b.colors, t),
ink: satPreserveLerp(a.ink, b.ink, t),
paper: satPreserveLerp(a.paper, b.paper, t),
};
}
export const WORDS = ["hello", "pookie", "monkey"];
export const HOLD_SCALE = [1.45, 0.9, 1.0];
export const GRAIN = 0.4;
export const MORPH_LEAD = 0.78;
export const MORPH_LAG = 1.3;
export const CAST_DIR: readonly [number, number] = [0.38, 0.92];
export const CAST_STEP: readonly [number, number, number, number] = [0.0008, 0.0022, 0.0042, 0.0075];
export const LETTER_SPREAD = 0.45;
export const WARP_RADIUS = 0.2;
export const WARP_AMP = 0.013;
export const WARP_SWIRL = 0.6;
export const WARP_DRAG = 0.26;
export const WARP_STRETCH = 0.5;
export const BREATH = 0.22;export interface WordMask {
canvas: HTMLCanvasElement;
x0: number;
x1: number;
}
export function makeWordMask(
word: string,
w: number,
h: number,
fontFamily: string,
): WordMask {
const W = Math.max(1, Math.round(w));
const H = Math.max(1, Math.round(h));
const out = document.createElement("canvas");
out.width = W;
out.height = H;
const ctx = out.getContext("2d")!;
ctx.clearRect(0, 0, W, H);
const text = (word || "").trim();
if (!text) return { canvas: out, x0: 0.45, x1: 0.55 };
const cx = W / 2;
const cy = H * 0.52;
const maxW = W * 0.66;
const LOCK = H * 0.34;
let size = LOCK;
ctx.font = `600 ${size}px ${fontFamily}`;
let measured = ctx.measureText(text).width;
if (measured > maxW) {
size *= maxW / measured;
ctx.font = `600 ${size}px ${fontFamily}`;
measured = ctx.measureText(text).width;
}
ctx.textAlign = "left";
ctx.textBaseline = "middle";
const ls = size * 0.015;
const chars = [...text];
const widths = chars.map((c) => ctx.measureText(c).width);
const total = widths.reduce((a, b) => a + b, 0) + ls * (chars.length - 1);
let x = cx - total / 2;
const left = x;
const last = Math.max(1, chars.length - 1);
for (let i = 0; i < chars.length; i++) {
const idx = i / last;
ctx.fillStyle = `rgba(${Math.round(idx * 255)}, 0, 0, 1)`;
ctx.fillText(chars[i], x, cy);
x += widths[i] + ls;
}
return { canvas: out, x0: left / W, x1: (left + total) / W };
}export const VERT = `
attribute vec2 aPos;
varying vec2 vUv;
void main() {
vUv = aPos * 0.5 + 0.5;
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
export const BLUR_FRAG = `
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec2 vUv;
uniform sampler2D uTex;
uniform vec2 uDir;
uniform float uMorph;
uniform sampler2D uTexB;
uniform float uUseMorph;
uniform float uPartOut;
uniform float uPartIn;
uniform float uLetterSpread;
uniform vec2 uFocus;
uniform float uFocusAmt;
float bhash(vec2 p){ p = fract(p*vec2(123.34,456.21)); p += dot(p, p+45.32); return fract(p.x*p.y); }
float bvnoise(vec2 p){
vec2 i = floor(p), f = fract(p);
vec2 u = f*f*(3.0-2.0*f);
float a = bhash(i), b2 = bhash(i+vec2(1.0,0.0));
float c = bhash(i+vec2(0.0,1.0)), d = bhash(i+vec2(1.0,1.0));
return mix(mix(a,b2,u.x), mix(c,d,u.x), u.y);
}
float bfbm(vec2 p){
float v = 0.0, a = 0.5;
for (int i = 0; i < 4; i++){ v += a * bvnoise(p); p = p * 2.0 + 11.0; a *= 0.5; }
return v;
}
float bTransition(vec2 uv, float m){
vec2 q = vec2(bfbm(uv * 2.1 + 3.7), bfbm(uv * 2.1 - 1.3));
float n = bfbm(uv * 3.0 + q * 1.1);
float bias = (uv.x * 0.8 + uv.y * 0.2) * 0.30;
float field = clamp(n * 0.74 + bias, 0.0, 1.0);
const float BAND = 0.26;
float thr = mix(1.0 + BAND, -BAND, m);
return smoothstep(thr - BAND, thr + BAND, field);
}
float bLetterPhase(sampler2D tex, vec2 uv, float m, float spread){
float idx = texture2D(tex, uv).r;
return clamp((m * (1.0 + spread)) - idx * spread, 0.0, 1.0);
}
vec4 samp(vec2 uv){
if (uUseMorph > 0.5) {
vec4 aTex = texture2D(uTex, uv);
vec4 bTex = texture2D(uTexB, uv);
float outM = bTransition(uv, bLetterPhase(uTex, uv, uPartOut, uLetterSpread));
float inM = bTransition(uv, bLetterPhase(uTexB, uv, uPartIn, uLetterSpread));
return max(aTex * (1.0 - outM), bTex * inM);
}
return texture2D(uTex, uv);
}
void main(){
float mid = (uFocus.x + uFocus.y) * 0.5;
float halfW = max(0.001, (uFocus.y - uFocus.x) * 0.5);
float ends = clamp(abs(vUv.x - mid) / halfW, 0.0, 1.6);
float focus = 1.0 + uFocusAmt * ends * ends;
vec2 dir = uDir * focus;
float w0 = 0.2270270270;
float w1 = 0.1945945946;
float w2 = 0.1216216216;
float w3 = 0.0540540541;
float w4 = 0.0162162162;
vec4 c = samp(vUv) * w0;
c += samp(vUv + dir * 1.0) * w1;
c += samp(vUv - dir * 1.0) * w1;
c += samp(vUv + dir * 2.0) * w2;
c += samp(vUv - dir * 2.0) * w2;
c += samp(vUv + dir * 3.0) * w3;
c += samp(vUv - dir * 3.0) * w3;
c += samp(vUv + dir * 4.0) * w4;
c += samp(vUv - dir * 4.0) * w4;
gl_FragColor = c;
}`;
export const COMPOSITE_FRAG = `
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec2 vUv;
uniform sampler2D uMask;
uniform sampler2D uMaskB;
uniform sampler2D uL0;
uniform sampler2D uL1;
uniform sampler2D uL2;
uniform sampler2D uL3;
uniform vec2 uRes;
uniform float uMorph;
uniform float uPartOut;
uniform float uPartIn;
uniform float uLetterSpread;
uniform float uFront;
uniform vec2 uCursor;
uniform float uCursorOn;
uniform float uWarpRadius;
uniform float uWarpAmp;
uniform float uWarpSwirl;
uniform vec2 uWarpVel;
uniform float uWarpDrag;
uniform float uWarpStretch;
uniform float uPhase;
uniform float uBloom;
uniform vec2 uCast0;
uniform vec2 uCast1;
uniform vec2 uCast2;
uniform vec2 uCast3;
uniform float uPos[5];
uniform vec3 uCol[5];
uniform vec3 uInk;
uniform vec3 uPaper;
uniform float uGrain;
float hash(vec2 p){ p = fract(p*vec2(123.34,456.21)); p += dot(p, p+45.32); return fract(p.x*p.y); }
float vnoise(vec2 p){
vec2 i = floor(p), f = fract(p);
vec2 u = f*f*(3.0-2.0*f);
float a = hash(i), b2 = hash(i+vec2(1.0,0.0));
float c = hash(i+vec2(0.0,1.0)), d = hash(i+vec2(1.0,1.0));
return mix(mix(a,b2,u.x), mix(c,d,u.x), u.y);
}
float fbm(vec2 p){
float v = 0.0, a = 0.5;
for (int i = 0; i < 4; i++){ v += a * vnoise(p); p = p * 2.0 + 11.0; a *= 0.5; }
return v;
}
float transitionMask(vec2 uv, float m){
vec2 q = vec2(fbm(uv * 2.1 + 3.7), fbm(uv * 2.1 - 1.3));
float n = fbm(uv * 3.0 + q * 1.1);
float bias = (uv.x * 0.8 + uv.y * 0.2) * 0.30;
float field = clamp(n * 0.74 + bias, 0.0, 1.0);
const float BAND = 0.26;
float thr = mix(1.0 + BAND, -BAND, m);
return smoothstep(thr - BAND, thr + BAND, field);
}
float letterPhase(sampler2D tex, vec2 uv, float m, float spread){
float idx = texture2D(tex, uv).r;
float local = (m * (1.0 + spread)) - idx * spread;
return clamp(local, 0.0, 1.0);
}
float coverA(vec2 uv){ return texture2D(uMask, uv).a; }
float coverB(vec2 uv){ return texture2D(uMaskB, uv).a; }
float cover(vec2 uv){
float outM = transitionMask(uv, letterPhase(uMask, uv, uPartOut, uLetterSpread));
float inM = transitionMask(uv, letterPhase(uMaskB, uv, uPartIn, uLetterSpread));
return max(coverA(uv) * (1.0 - outM), coverB(uv) * inM);
}
vec3 gradientMap(float x){
vec3 c = uCol[0];
c = mix(c, uCol[1], smoothstep(uPos[0], uPos[1], x));
c = mix(c, uCol[2], smoothstep(uPos[1], uPos[2], x));
c = mix(c, uCol[3], smoothstep(uPos[2], uPos[3], x));
c = mix(c, uCol[4], smoothstep(uPos[3], uPos[4], x));
return c;
}
vec3 softLight(vec3 base, float g){
vec3 s = vec3(g);
vec3 lo = 2.0*base*s + base*base*(1.0 - 2.0*s);
vec3 hi = 2.0*base*(1.0 - s) + sqrt(base)*(2.0*s - 1.0);
return mix(lo, hi, step(0.5, s));
}
vec2 warpUV(vec2 uv){
if (uCursorOn < 0.001) return uv;
float asp = uRes.x / max(1.0, uRes.y);
vec2 d = (uv - uCursor) * vec2(asp, 1.0);
float r = length(d);
float R = uWarpRadius;
if (r > R || r < 1e-5) return uv;
float f = 1.0 - r / R;
f = f * f * (3.0 - 2.0 * f);
vec2 dir = d / r;
vec2 swirl = vec2(-dir.y, dir.x);
vec2 push = mix(dir, swirl, uWarpSwirl);
push += uWarpVel * uWarpDrag;
float speed = length(uWarpVel);
if (speed > 0.02) {
vec2 vdir = uWarpVel / speed;
float along = dot(d / r, vdir);
float stretch = 1.0 + uWarpStretch * clamp(speed, 0.0, 1.0) * (along * along - 0.35);
f *= clamp(stretch, 0.0, 2.2);
}
float ripple = 1.0 + 0.16 * sin(r / R * 3.1416 - uPhase * 5.0);
float lead = 0.5 + 0.5 * dot(normalize(d + 1e-6), normalize(uWarpVel + 1e-6));
float visc = mix(1.15, 0.85, lead);
return uv + push * (f * ripple * visc * uWarpAmp * uCursorOn) / vec2(asp, 1.0);
}
void main(){
vec2 uv = warpUV(vUv);
float cd = distance(vUv * uRes, uCursor * uRes);
float hot = uCursorOn * smoothstep(min(uRes.x, uRes.y) * uWarpRadius * 2.4, 0.0, cd);
float b = 1.0 + (uBloom - 1.0) * 1.25 + 0.14 * hot;
float glow =
1.00 * cover(uv)
+ 0.92 * texture2D(uL0, uv + uCast0).a
+ 0.78 * texture2D(uL1, vUv + uCast1).a * b
+ 0.58 * texture2D(uL2, vUv + uCast2).a * b
+ 0.40 * texture2D(uL3, vUv + uCast3).a * b;
glow = clamp(glow / 2.45, 0.0, 1.0);
float field = pow(glow, 0.6);
field = clamp(field + hot * 0.16 * field, 0.0, 1.0);
if (uFront > 0.001) {
vec2 q = vec2(fbm(uv * 2.1 + 3.7), fbm(uv * 2.1 - 1.3));
float n = fbm(uv * 3.0 + q * 1.1);
float fieldN = clamp(n * 0.74 + (uv.x * 0.8 + uv.y * 0.2) * 0.30, 0.0, 1.0);
float thrIn = mix(1.26, -0.26, uPartIn);
float edge = 1.0 - smoothstep(0.0, 0.30, abs(fieldN - thrIn));
field = clamp(field + edge * uFront * 0.30 * smoothstep(0.02, 0.45, glow), 0.0, 1.0);
}
float drift = 0.022 * sin(uPhase + uv.x * 3.0 + uv.y * 2.0);
float t = clamp(1.0 - field + drift - hot * 0.10, 0.0, 1.0);
vec3 col = gradientMap(t);
vec3 bounced = mix(uPaper, uCol[2], texture2D(uL3, vUv + uCast3).a * 0.16);
col = mix(bounced, col, smoothstep(0.0, 0.06, field));
float softCov = clamp(texture2D(uL0, uv).a * 1.05 + cover(uv) * 0.25, 0.0, 1.0);
float interior = smoothstep(0.18, 0.62, softCov);
vec3 bodyCol = mix(uInk, uCol[1], 0.5);
bodyCol = mix(bodyCol, uCol[2], (1.0 - interior) * 0.5);
float solid = smoothstep(0.35, 0.95, cover(uv));
bodyCol = mix(mix(bodyCol, uCol[2], 0.30), mix(bodyCol, uInk, 0.22), solid);
col = mix(col, bodyCol, interior * 0.9);
float g = hash(gl_FragCoord.xy);
vec3 grained = softLight(col, g);
col = mix(col, grained, uGrain * (0.5 + 0.7 * field));
gl_FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}`;import { VERT, BLUR_FRAG, COMPOSITE_FRAG } from "./shaders";
import { makeWordMask } from "./text-mask";
import {
PALETTES,
WORDS,
GRAIN,
MORPH_LEAD,
MORPH_LAG,
CAST_DIR,
CAST_STEP,
HOLD_SCALE,
LETTER_SPREAD,
BREATH,
WARP_RADIUS,
WARP_AMP,
WARP_SWIRL,
WARP_DRAG,
WARP_STRETCH,
paletteUniforms,
lerpPaletteUniforms,
type PaletteUniforms,
} from "./params";
const FONT = "var(--font-pangram)";
const FOCUS_AMT = 1.5;
const MORPH_SEC = 0.8;
const HOLD_MS = 700;
const LEVELS = [
{ scale: 0.5, radius: 2 },
{ scale: 0.25, radius: 3 },
{ scale: 0.125, radius: 3 },
{ scale: 0.0625, radius: 3 },
];
type Target = { fb: WebGLFramebuffer; tex: WebGLTexture; w: number; h: number };
export class BlurGlow {
private host: HTMLElement;
private canvas: HTMLCanvasElement;
private gl: WebGLRenderingContext | null = null;
private blurProg: WebGLProgram | null = null;
private compProg: WebGLProgram | null = null;
private quad: WebGLBuffer | null = null;
private maskA: WebGLTexture | null = null;
private maskB: WebGLTexture | null = null;
private focusA: [number, number] = [0.35, 0.65];
private focusB: [number, number] = [0.35, 0.65];
private levels: { out: Target; tmp: Target }[] = [];
private blurU: Record<string, WebGLUniformLocation | null> = {};
private compU: Record<string, WebGLUniformLocation | null> = {};
private fontFamily = "sans-serif";
private raf = 0;
private running = false;
private destroyed = false;
private start0 = 0;
private lastT = 0;
private revealed = false;
private wordIdx = 0;
private paletteIdx = 0;
private morph = 0;
private morphEased = 0;
private morphGlow = 0;
private morphBody = 0;
private morphing = false;
private holdUntil = 0;
private paletteFrom: PaletteUniforms = paletteUniforms(PALETTES[0]);
private paletteTo: PaletteUniforms = paletteUniforms(PALETTES[0]);
private curX = 0.5;
private curY = 0.5;
private tgtX = 0.5;
private tgtY = 0.5;
private curOn = 0;
private tgtOn = 0;
private velX = 0;
private velY = 0;
private prevX = 0.5;
private prevY = 0.5;
constructor(host: HTMLElement) {
this.host = host;
this.canvas = document.createElement("canvas");
Object.assign(this.canvas.style, {
display: "block",
width: "100%",
height: "100%",
opacity: "0",
transition: "opacity 0.4s ease",
});
host.appendChild(this.canvas);
const gl = this.canvas.getContext("webgl", {
alpha: false,
antialias: false,
premultipliedAlpha: false,
powerPreference: "low-power",
}) as WebGLRenderingContext | null;
if (!gl) return;
this.gl = gl;
this.buildPrograms();
if (!this.blurProg || !this.compProg) return;
this.resolveFont();
this.resize();
host.addEventListener("pointermove", this.onMove);
host.addEventListener("pointerleave", this.onLeave);
}
private compile(type: number, src: string): WebGLShader | null {
const gl = this.gl!;
const s = gl.createShader(type)!;
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
console.warn("[blur-glow] shader:", gl.getShaderInfoLog(s));
return null;
}
return s;
}
private link(vs: string, fs: string): WebGLProgram | null {
const gl = this.gl!;
const v = this.compile(gl.VERTEX_SHADER, vs);
const f = this.compile(gl.FRAGMENT_SHADER, fs);
if (!v || !f) return null;
const p = gl.createProgram()!;
gl.attachShader(p, v);
gl.attachShader(p, f);
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
console.warn("[blur-glow] link:", gl.getProgramInfoLog(p));
return null;
}
return p;
}
private buildPrograms() {
const gl = this.gl!;
this.quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
this.blurProg = this.link(VERT, BLUR_FRAG);
this.compProg = this.link(VERT, COMPOSITE_FRAG);
if (!this.blurProg || !this.compProg) return;
const BU = (n: string) => gl.getUniformLocation(this.blurProg!, n);
this.blurU = {
uTex: BU("uTex"),
uTexB: BU("uTexB"),
uDir: BU("uDir"),
uMorph: BU("uMorph"),
uUseMorph: BU("uUseMorph"),
uFocus: BU("uFocus"),
uFocusAmt: BU("uFocusAmt"),
uPartOut: BU("uPartOut"),
uPartIn: BU("uPartIn"),
uLetterSpread: BU("uLetterSpread"),
};
const CU = (n: string) => gl.getUniformLocation(this.compProg!, n);
this.compU = {
uMask: CU("uMask"),
uMaskB: CU("uMaskB"),
uL0: CU("uL0"),
uL1: CU("uL1"),
uL2: CU("uL2"),
uL3: CU("uL3"),
uRes: CU("uRes"),
uMorph: CU("uMorph"),
uCursor: CU("uCursor"),
uCursorOn: CU("uCursorOn"),
uWarpRadius: CU("uWarpRadius"),
uWarpAmp: CU("uWarpAmp"),
uWarpSwirl: CU("uWarpSwirl"),
uWarpVel: CU("uWarpVel"),
uWarpDrag: CU("uWarpDrag"),
uWarpStretch: CU("uWarpStretch"),
uPhase: CU("uPhase"),
uBloom: CU("uBloom"),
uCast0: CU("uCast0"),
uCast1: CU("uCast1"),
uCast2: CU("uCast2"),
uCast3: CU("uCast3"),
uPartOut: CU("uPartOut"),
uPartIn: CU("uPartIn"),
uLetterSpread: CU("uLetterSpread"),
uFront: CU("uFront"),
uPos: CU("uPos[0]"),
uCol: CU("uCol[0]"),
uInk: CU("uInk"),
uPaper: CU("uPaper"),
uGrain: CU("uGrain"),
};
}
private bindQuad(prog: WebGLProgram) {
const gl = this.gl!;
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
const loc = gl.getAttribLocation(prog, "aPos");
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
}
private uploadPalette(u: { positions: number[]; colors: number[]; ink: number[]; paper: number[] }) {
const gl = this.gl;
if (!gl || !this.compProg) return;
gl.useProgram(this.compProg);
gl.uniform1fv(this.compU.uPos!, new Float32Array(u.positions));
gl.uniform3fv(this.compU.uCol!, new Float32Array(u.colors));
gl.uniform3fv(this.compU.uInk!, new Float32Array(u.ink));
gl.uniform3fv(this.compU.uPaper!, new Float32Array(u.paper));
this.canvas.style.background = `rgb(${u.paper.map((c) => Math.round(c * 255)).join(",")})`;
}
private applyPalette(i: number) {
const idx = i % PALETTES.length;
this.paletteFrom = paletteUniforms(PALETTES[idx]);
this.paletteTo = this.paletteFrom;
this.uploadPalette(this.paletteFrom);
}
private resolveFont() {
if (typeof document === "undefined") return;
try {
const probe = document.createElement("span");
probe.style.cssText = "position:absolute;visibility:hidden;font-family:" + FONT;
probe.textContent = "Ag";
document.body.appendChild(probe);
this.fontFamily =
getComputedStyle(probe).fontFamily.split(",")[0].replace(/["']/g, "").trim() || "sans-serif";
document.body.removeChild(probe);
} catch {}
}
private makeTarget(w: number, h: number): Target {
const gl = this.gl!;
const tex = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const fb = gl.createFramebuffer()!;
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return { fb, tex, w, h };
}
private freeLevels() {
const gl = this.gl;
if (!gl) return;
for (const lv of this.levels) {
gl.deleteFramebuffer(lv.out.fb);
gl.deleteTexture(lv.out.tex);
gl.deleteFramebuffer(lv.tmp.fb);
gl.deleteTexture(lv.tmp.tex);
}
this.levels = [];
}
private allocLevels() {
this.freeLevels();
const W = this.canvas.width;
const H = this.canvas.height;
this.levels = LEVELS.map((l) => {
const w = Math.max(2, Math.round(W * l.scale));
const h = Math.max(2, Math.round(H * l.scale));
return { out: this.makeTarget(w, h), tmp: this.makeTarget(w, h) };
});
}
private uploadMask(src: HTMLCanvasElement, existing: WebGLTexture | null): WebGLTexture {
const gl = this.gl!;
const tex = existing ?? gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return tex;
}
private buildMask() {
const gl = this.gl;
if (!gl) return;
const m = makeWordMask(WORDS[this.wordIdx % WORDS.length], this.canvas.width, this.canvas.height, this.fontFamily);
this.maskA = this.uploadMask(m.canvas, this.maskA);
this.focusA = [m.x0, m.x1];
}
private buildMaskB() {
const gl = this.gl;
if (!gl) return;
const next = (this.wordIdx + 1) % WORDS.length;
const m = makeWordMask(WORDS[next], this.canvas.width, this.canvas.height, this.fontFamily);
this.maskB = this.uploadMask(m.canvas, this.maskB);
this.focusB = [m.x0, m.x1];
}
private resize() {
const gl = this.gl;
if (!gl) return;
const dpr = Math.min(window.devicePixelRatio || 1, 1.5);
const r = this.host.getBoundingClientRect();
const w = Math.max(1, Math.round(r.width * dpr));
const h = Math.max(1, Math.round(r.height * dpr));
if (this.canvas.width === w && this.canvas.height === h && this.levels.length) return;
this.canvas.width = w;
this.canvas.height = h;
this.allocLevels();
this.buildMask();
this.buildMaskB();
if (!this.morphing) this.applyPalette(this.paletteIdx);
}
private beginMorph() {
this.morph = 0;
this.morphing = true;
this.paletteFrom = paletteUniforms(PALETTES[this.paletteIdx % PALETTES.length]);
this.paletteTo = paletteUniforms(PALETTES[(this.paletteIdx + 1) % PALETTES.length]);
}
private finishMorph() {
this.wordIdx = (this.wordIdx + 1) % WORDS.length;
const t = this.maskA;
this.maskA = this.maskB;
this.maskB = t;
this.focusA = this.focusB;
this.morph = 0;
this.morphing = false;
this.buildMaskB();
this.paletteIdx = (this.paletteIdx + 1) % PALETTES.length;
this.paletteFrom = this.paletteTo;
this.uploadPalette(this.paletteTo);
}
private render(bloom: number, phase: number) {
const gl = this.gl;
if (!gl || !this.blurProg || !this.compProg || !this.levels.length) return;
gl.useProgram(this.blurProg);
this.bindQuad(this.blurProg);
gl.disable(gl.BLEND);
const m = this.morph;
const em = m * m * m * (m * (m * 6 - 15) + 10);
this.morphGlow = Math.pow(em, MORPH_LEAD);
this.morphBody = Math.pow(em, MORPH_LAG);
this.morphEased = em;
const clocks = (base: number): [number, number] => [
Math.min(1, base * (1 + BREATH)),
Math.max(0, Math.min(1, base * (1 + BREATH) - BREATH)),
];
const [glowOut, glowIn] = clocks(this.morphGlow);
const [bodyOut, bodyIn] = clocks(this.morphBody);
const front = this.morphing ? Math.sin(Math.PI * em) : 0;
const fx0 = this.focusA[0] + (this.focusB[0] - this.focusA[0]) * em;
const fx1 = this.focusA[1] + (this.focusB[1] - this.focusA[1]) * em;
gl.uniform2f(this.blurU.uFocus!, fx0, fx1);
gl.uniform1f(this.blurU.uFocusAmt!, FOCUS_AMT);
gl.uniform1f(this.blurU.uMorph!, this.morphGlow);
gl.uniform1f(this.blurU.uPartOut!, glowOut);
gl.uniform1f(this.blurU.uPartIn!, glowIn);
gl.uniform1f(this.blurU.uLetterSpread!, LETTER_SPREAD);
for (let i = 0; i < this.levels.length; i++) {
const lv = this.levels[i];
const r = LEVELS[i].radius;
const srcTex = i === 0 ? this.maskA! : this.levels[i - 1].out.tex;
const useMorph = i === 0 && this.morphing ? 1 : 0;
gl.bindFramebuffer(gl.FRAMEBUFFER, lv.tmp.fb);
gl.viewport(0, 0, lv.tmp.w, lv.tmp.h);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, srcTex);
gl.uniform1i(this.blurU.uTex!, 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.maskB ?? this.maskA!);
gl.uniform1i(this.blurU.uTexB!, 1);
gl.uniform1f(this.blurU.uUseMorph!, useMorph);
gl.uniform2f(this.blurU.uDir!, r / lv.tmp.w, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.bindFramebuffer(gl.FRAMEBUFFER, lv.out.fb);
gl.viewport(0, 0, lv.out.w, lv.out.h);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, lv.tmp.tex);
gl.uniform1i(this.blurU.uTex!, 0);
gl.uniform1f(this.blurU.uUseMorph!, 0);
gl.uniform2f(this.blurU.uDir!, 0, r / lv.out.h);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
gl.useProgram(this.compProg);
this.bindQuad(this.compProg);
if (this.morphing) {
this.uploadPalette(lerpPaletteUniforms(this.paletteFrom, this.paletteTo, this.morphEased));
}
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.maskA!);
gl.uniform1i(this.compU.uMask!, 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.maskB ?? this.maskA!);
gl.uniform1i(this.compU.uMaskB!, 1);
const levelUnits = ["uL0", "uL1", "uL2", "uL3"];
for (let i = 0; i < this.levels.length; i++) {
gl.activeTexture(gl.TEXTURE2 + i);
gl.bindTexture(gl.TEXTURE_2D, this.levels[i].out.tex);
gl.uniform1i(this.compU[levelUnits[i]]!, 2 + i);
}
gl.uniform2f(this.compU.uRes!, this.canvas.width, this.canvas.height);
gl.uniform1f(this.compU.uMorph!, this.morphBody);
gl.uniform1f(this.compU.uPartOut!, bodyOut);
gl.uniform1f(this.compU.uPartIn!, bodyIn);
gl.uniform1f(this.compU.uLetterSpread!, LETTER_SPREAD);
gl.uniform1f(this.compU.uFront!, front);
gl.uniform2f(this.compU.uCursor!, this.curX, this.curY);
gl.uniform1f(this.compU.uCursorOn!, this.curOn);
gl.uniform1f(this.compU.uWarpRadius!, WARP_RADIUS);
gl.uniform1f(this.compU.uWarpAmp!, WARP_AMP);
gl.uniform1f(this.compU.uWarpSwirl!, WARP_SWIRL);
gl.uniform2f(this.compU.uWarpVel!, this.velX, this.velY);
gl.uniform1f(this.compU.uWarpDrag!, WARP_DRAG);
gl.uniform1f(this.compU.uWarpStretch!, WARP_STRETCH);
gl.uniform1f(this.compU.uPhase!, phase);
gl.uniform1f(this.compU.uBloom!, bloom);
const aspect = this.canvas.width / Math.max(1, this.canvas.height);
const casts = [this.compU.uCast0, this.compU.uCast1, this.compU.uCast2, this.compU.uCast3];
for (let i = 0; i < casts.length; i++) {
const s = CAST_STEP[i];
gl.uniform2f(casts[i]!, (CAST_DIR[0] * s) / aspect, CAST_DIR[1] * s);
}
gl.uniform1f(this.compU.uGrain!, GRAIN);
gl.drawArrays(gl.TRIANGLES, 0, 3);
this.reveal();
}
private holdFor(i: number) {
return HOLD_MS * (HOLD_SCALE[i % WORDS.length] ?? 1);
}
private frame = (now: number) => {
if (!this.running || this.destroyed) return;
if (!this.start0) {
this.start0 = now;
this.lastT = now;
this.holdUntil = now + this.holdFor(this.wordIdx);
}
const t = (now - this.start0) / 1000;
const dt = Math.min(0.05, Math.max(0.001, (now - this.lastT) / 1000));
this.lastT = now;
this.curX = this.tgtX;
this.curY = this.tgtY;
this.curOn += (this.tgtOn - this.curOn) * (1 - Math.pow(1 - 0.42, dt * 60));
const vx = (this.curX - this.prevX) / dt;
const vy = (this.curY - this.prevY) / dt;
this.prevX = this.curX;
this.prevY = this.curY;
const vk = 1 - Math.pow(1 - 0.5, dt * 60);
this.velX += (vx - this.velX) * vk;
this.velY += (vy - this.velY) * vk;
const vmag = Math.hypot(this.velX, this.velY);
const VMAX = 2.2;
if (vmag > VMAX) {
this.velX = (this.velX / vmag) * VMAX;
this.velY = (this.velY / vmag) * VMAX;
}
if (!this.morphing && now >= this.holdUntil) this.beginMorph();
if (this.morphing) {
this.morph = Math.min(1, this.morph + dt / MORPH_SEC);
if (this.morph >= 1) {
this.finishMorph();
this.holdUntil = now + this.holdFor(this.wordIdx);
}
}
const bloom = 1.0 + 0.16 * Math.sin(t * 0.6);
const phase = t * 0.5;
this.render(bloom, phase);
this.raf = requestAnimationFrame(this.frame);
};
private reveal() {
if (this.revealed) return;
this.revealed = true;
this.canvas.style.opacity = "1";
}
private onMove = (e: PointerEvent) => {
const r = this.host.getBoundingClientRect();
this.tgtX = (e.clientX - r.left) / r.width;
this.tgtY = 1 - (e.clientY - r.top) / r.height;
this.tgtOn = 1;
};
private onLeave = () => {
this.tgtOn = 0;
};
start() {
if (this.running || !this.gl || !this.compProg) return;
this.running = true;
this.start0 = 0;
this.raf = requestAnimationFrame(this.frame);
}
stop() {
this.running = false;
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = 0;
}
renderStill(instant = false) {
if (!this.gl || !this.compProg) return;
if (instant && !this.revealed) {
this.canvas.style.transition = "none";
this.revealed = true;
this.canvas.style.opacity = "1";
}
this.render(1.0, 0);
}
refreshFont() {
this.resolveFont();
this.buildMask();
this.buildMaskB();
if (!this.running) this.renderStill();
}
onResize() {
this.resize();
if (!this.running) this.renderStill();
}
destroy() {
this.destroyed = true;
this.stop();
this.host.removeEventListener("pointermove", this.onMove);
this.host.removeEventListener("pointerleave", this.onLeave);
const gl = this.gl;
if (gl) {
this.freeLevels();
if (this.maskA) gl.deleteTexture(this.maskA);
if (this.maskB) gl.deleteTexture(this.maskB);
if (this.quad) gl.deleteBuffer(this.quad);
if (this.blurProg) gl.deleteProgram(this.blurProg);
if (this.compProg) gl.deleteProgram(this.compProg);
gl.getExtension("WEBGL_lose_context")?.loseContext();
}
this.canvas.remove();
}
}- Source: user-copied "Copy prompt" from arlan (arlan.me), received 2026-07-19; not yet listed on arlan.me/vault or its sitemap at that date.
.claude/skills/design-vault/references/blur-glow.mdText Effects
Ink bleed
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How it works
Wanted that look of ink pressed into paper, where the edges bleed and tear and it feels a bit wet. So I built it from the ground up. The word is stamped and then broken up with layers of noise: the edge creeps outward into the paper, a rough cut turns it into solid ink blobs with gaps, and finer noise tears the edges. The ink slowly creeps on its own, and moving over it spreads the ink wetter under your cursor. Type your own word and pick the ink and paper below.
Code
// Ink Bleed presets + Remix. Each preset is a tinted ink on a suited paper, with its own
// bleed amount / distortion / grain. Remix keeps the stamp-and-bleed mechanic but rolls a
// fresh ink colour on a matching paper and varies the amount + wetness.
import { INK_DEFAULTS, type InkParams } from "./engine";
export type InkPreset = { id: string; name: string; params: Partial<InkParams> };
export const INK_PRESETS: InkPreset[] = [
{
id: "black",
name: "Black",
// classic black ink on warm off-white paper (the default)
params: { ink: [0.08, 0.07, 0.07], paper: [0.95, 0.93, 0.87], amount: 0.55, distort: 0.5, grain: 0.18 },
},
{
id: "oxblood",
name: "Oxblood",
// deep red ink on cream
params: { ink: [0.42, 0.08, 0.09], paper: [0.96, 0.93, 0.85], amount: 0.62, distort: 0.55, grain: 0.2 },
},
{
id: "indigo",
name: "Indigo",
// dark blue ink on cool paper
params: { ink: [0.1, 0.12, 0.38], paper: [0.92, 0.94, 0.96], amount: 0.5, distort: 0.45, grain: 0.16 },
},
{
id: "sepia",
name: "Sepia",
// warm brown ink on aged paper
params: { ink: [0.32, 0.2, 0.09], paper: [0.94, 0.89, 0.78], amount: 0.58, distort: 0.5, grain: 0.22 },
},
{
id: "forest",
name: "Forest",
// deep green ink on pale paper
params: { ink: [0.09, 0.28, 0.16], paper: [0.93, 0.95, 0.89], amount: 0.6, distort: 0.6, grain: 0.18 },
},
{
id: "whiteout",
name: "White",
// white ink on near-black paper (the "white ink" side of the set)
params: { ink: [0.94, 0.93, 0.9], paper: [0.09, 0.09, 0.1], amount: 0.55, distort: 0.5, grain: 0.16 },
},
];
export function defaultInkParams(): InkParams {
return { ...INK_DEFAULTS, ...INK_PRESETS[0].params };
}
// rgb 0..1 <-> #hex for the ColorControl (which speaks hex)
export const toHex = (c: [number, number, number]) =>
"#" + c.map((v) => Math.round(Math.min(1, Math.max(0, v)) * 255).toString(16).padStart(2, "0")).join("");
export const fromHex = (h: string): [number, number, number] => {
const n = h.replace("#", "");
return [0, 2, 4].map((i) => parseInt(n.slice(i, i + 2) || "0", 16) / 255) as [number, number, number];
};
// a saturated-but-dark ink hue (reads as real ink, never a pastel)
function inkHue(hue: number): [number, number, number] {
const c = 1;
const x = c * (1 - Math.abs(((hue / 60) % 2) - 1));
const seg = [
[c, x, 0], [x, c, 0], [0, c, x], [0, x, c], [x, 0, c], [c, 0, x],
][Math.floor(hue / 60) % 6];
// darken toward ink: scale down + a little floor so it isn't pure black
return [seg[0] * 0.42 + 0.05, seg[1] * 0.42 + 0.05, seg[2] * 0.42 + 0.05];
}
// Remix: a fresh ink colour + a paper tinted the OPPOSITE way (warm ink -> cool paper),
// with varied bleed amount / wetness / grain.
export function remixInkParams(): Partial<InkParams> {
const h = Math.random() * 360;
const ink = inkHue(h);
// a light paper faintly tinted toward the complementary hue so ink + sheet feel paired
const pc = inkHue((h + 180) % 360);
const pm = Math.max(pc[0], pc[1], pc[2], 0.001);
const paper: [number, number, number] = [
0.9 + (pc[0] / pm) * 0.06,
0.9 + (pc[1] / pm) * 0.06,
0.9 + (pc[2] / pm) * 0.06,
];
return {
ink,
paper,
amount: 0.4 + Math.random() * 0.4, // 0.4 - 0.8
distort: 0.35 + Math.random() * 0.4, // 0.35 - 0.75
grain: 0.12 + Math.random() * 0.14, // 0.12 - 0.26
};
}// Rasterizes ONE word (in Kyoto) into a coverage mask for the ink-bleed shader. The
// shader reads this as the SOLID ink shape and then bleeds / stamps / tears its edges
// with noise. We render white-on-transparent so the shader can read coverage from .r.
// No blur here — all the bleed happens on the GPU.
export async function makeWordMask(
word: string,
w: number,
h: number,
fontFamily: string,
): Promise<HTMLCanvasElement> {
const W = Math.max(1, Math.round(w));
const H = Math.max(1, Math.round(h));
const out = document.createElement("canvas");
out.width = W;
out.height = H;
const ctx = out.getContext("2d")!;
ctx.clearRect(0, 0, W, H);
const text = (word || "").trim();
if (!text) return out;
const cx = W / 2;
const cy = H * 0.52; // Kyoto sits a touch high; nudge down to optically centre
// leave a wide margin: the ink bleeds OUTWARD past the glyphs, so the word must not
// touch the edges or the bleed clips.
const maxW = W * 0.66;
// Kyoto is a display serif; a big cap height reads as a print. Shrink to fit width.
let size = H * 0.4;
ctx.font = `500 ${size}px ${fontFamily}`;
const measured = ctx.measureText(text).width;
if (measured > maxW) {
size *= maxW / measured;
ctx.font = `500 ${size}px ${fontFamily}`;
}
ctx.fillStyle = "#fff";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText(text, cx, cy);
return out;
}// Ink Bleed shaders (raw WebGL1). Turns a word into a rough, stamped ink print bled
// into paper. The pipeline, all noise-driven on the GPU:
// 1. read the word's coverage mask, softened a little into a pseudo distance field
// 2. BLEED — push the ink edge OUTWARD by low-frequency fbm, so the ink creeps into
// the paper (the wet spread). Amount + cursor "wetness" grow the push.
// 3. STAMP — cut it with a noisy high-contrast threshold, so the ink breaks into
// solid blobs with gaps (a rubber stamp that didn't ink evenly)
// 4. TORN — modulate the threshold by fine fbm so the edges go ragged / torn
// 5. GRAIN — speckle the ink + paper with grain
// 6. compose ink colour over a paper texture; optional stroke frame + corner marks
// It animates by scrolling the noise slowly (the ink "breathes"/creeps) and by a local
// wetness bump under the cursor.
export const FULL_VERT = `
attribute vec2 aPosition;
varying vec2 vUv;
void main() {
vUv = aPosition * 0.5 + 0.5;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`;
export const INK_FRAG = `
precision highp float;
varying vec2 vUv;
uniform sampler2D uMask; // word coverage (.r = inside the glyph)
uniform vec2 uTexel; // 1/maskSize
uniform vec2 uResolution;
uniform float uTime;
uniform float uAspect;
uniform float uAmount; // bleed amount (Light..Heavy)
uniform float uWet; // extra bleed radius (cursor wetness field, 0..1)
uniform vec2 uWetPos; // cursor position in uv
uniform float uWetOn; // 1 while the cursor drives wetness
uniform float uGrain; // grain amount 0..1
uniform float uDistort; // wet/glass edge distortion amount
uniform vec3 uInk; // ink colour
uniform vec3 uPaper; // paper colour
uniform float uSeed; // per-cycle seed (varies the bleed pattern)
// ---- noise ----
float hash(vec2 p){ p=fract(p*vec2(123.34,345.45)); p+=dot(p,p+34.345); return fract(p.x*p.y); }
float vnoise(vec2 p){
vec2 i=floor(p), f=fract(p); f=f*f*(3.0-2.0*f);
float a=hash(i), b=hash(i+vec2(1.0,0.0)), c=hash(i+vec2(0.0,1.0)), 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 s=0.0, a=0.5;
for(int i=0;i<4;i++){ s+=a*vnoise(p); p*=2.03; a*=0.5; }
return s;
}
// soft coverage of the mask a few px around uv -> a cheap pseudo distance field so the
// bleed has a smooth gradient to push, not a 1px hard edge.
float coverage(vec2 uv){
float c = texture2D(uMask, uv).r;
// 4-tap ring blur to soften the edge into a ramp
float o = 2.0;
c += texture2D(uMask, uv + vec2(o,0.0)*uTexel).r;
c += texture2D(uMask, uv - vec2(o,0.0)*uTexel).r;
c += texture2D(uMask, uv + vec2(0.0,o)*uTexel).r;
c += texture2D(uMask, uv - vec2(0.0,o)*uTexel).r;
return c / 5.0;
}
void main() {
vec2 uv = vUv;
vec2 ar = vec2(uAspect, 1.0);
// noise coords; the ink visibly BREATHES: each noise field's phase drifts continuously
// so the bled edge shimmers + creeps (not a frozen stamp). uSeed offsets the pattern.
vec2 np = uv * ar;
float t = uTime * 0.18; // gentle breathing (slow creep, not churn)
// --- wet distortion (Glass): warp the sample point by drifting low-freq noise ---
vec2 warp = vec2(
fbm(np * 4.0 + vec2(uSeed + t * 0.6, t * 0.4)),
fbm(np * 4.0 + vec2(7.3 - t * 0.5, uSeed + t * 0.7))
) - 0.5;
vec2 duv = uv + warp * uTexel * (60.0 * uDistort);
// --- cursor field: a CONCENTRATED spot under the pointer, off near the card edges.
// We compute the raw spot here; it is applied ONLY to existing ink below (it never
// paints new ink on bare paper — that was the "big circle" bug). ---
float spot = 0.0;
if (uWetOn > 0.5) {
float d = distance(uv * ar, uWetPos * ar);
float mx = min(uWetPos.x, 1.0 - uWetPos.x);
float my = min(uWetPos.y, 1.0 - uWetPos.y);
float inFrame = smoothstep(0.05, 0.13, min(mx, my)); // off near the edges
spot = smoothstep(0.16, 0.0, d) * uWet * inFrame; // tight, concentrated
}
// base soft coverage
float cov = coverage(duv);
// --- BLEED: push the edge outward by fbm (autonomous creep only; the cursor does NOT
// add coverage here, so it can't paint a disc on the paper). ---
float spread = 0.10 + 0.22 * uAmount;
float bleedN = fbm(np * 3.0 + vec2(uSeed * 2.0 + t * 0.8, t * 0.5));
float bled = cov + (bleedN - 0.35) * spread;
// --- TORN edges + STAMP threshold ---
float tornN = fbm(np * 12.0 + vec2(3.1, uSeed + t));
float thresh = 0.45 - (uAmount * 0.06) + (tornN - 0.5) * (0.28 + 0.18 * uAmount);
float aa = 0.02 + 0.03 * uDistort;
float ink = smoothstep(thresh - aa, thresh + aa, bled);
// --- CURSOR effect: only where ink already IS. wet is the spot restricted to the
// ink, so bare paper is never touched. It (a) fills the stamp's pin-holes/gaps back
// in and (b) fattens the ragged edge slightly — the ink under the cursor looks
// freshly re-inked, wetter and fuller, but ONLY on the letters. ---
float wet = spot * ink;
// tiny speckle INSIDE the ink (unevenly inked stamp): drop a few pin-holes. The cursor
// wet fills these back in, so the letters read solid + wet under the pointer.
float holes = step(0.86, fbm(np * 26.0 + uSeed)) * step(0.5, ink);
ink *= 1.0 - holes * 0.5 * (1.0 - spot);
// fatten the edge a touch under the cursor (re-inked bleed) — gated by nearby ink so it
// only grows the existing shape, never a free-floating blob.
ink = max(ink, smoothstep(thresh - aa - 0.06 * spot, thresh + aa, bled) * step(0.15, cov) * spot);
// --- PAPER: an off-white sheet with a faint fibre grain ---
float paperN = fbm(uv * ar * 3.0 + 11.0) * 0.5 + fbm(uv * ar * 9.0) * 0.5;
vec3 paper = uPaper * (1.0 - paperN * 0.06);
// --- GRAIN: speckle over both ink + paper ---
float g = hash(uv * uResolution + uTime);
float grain = (g - 0.5) * uGrain;
// ink colour with slight internal density variation (thicker/thinner ink). Under the
// cursor the ink reads WETTER: fuller density (fills the thin/patchy areas) + a hair
// darker, so hovering visibly enriches the ink on the letters.
float density = 0.82 + 0.18 * fbm(np * 8.0 + uSeed);
density = mix(density, 1.0, wet * 0.8); // wet ink is fully dense
vec3 inkC = uInk * density + grain * 0.15;
inkC *= 1.0 - wet * 0.18; // slight wet-pool darkening
vec3 col = mix(paper + grain * 0.05, inkC, ink);
gl_FragColor = vec4(col, 1.0);
}
`;// Ink Bleed engine (raw WebGL1). Renders ONE word as a rough stamped-ink print bled into
// paper, composed as a poster (optional stroke frame + corner marks). One full-screen
// pass over the word mask; all the bleed / stamp / torn / grain is procedural noise in
// the shader. It animates by scrolling the noise slowly (the ink creeps) and by a local
// wetness bump under the cursor. Pauses when offscreen / hidden.
import { FULL_VERT, INK_FRAG } from "./shaders";
import { makeWordMask } from "./text-mask";
export type InkParams = {
word: string;
amount: number; // bleed amount (Light..Heavy), 0..1
distort: number; // wet / glass edge distortion, 0..1
grain: number; // grain amount, 0..1
ink: [number, number, number];
paper: [number, number, number];
};
// Default: black ink on warm paper, a rough standard bleed.
export const INK_DEFAULTS: InkParams = {
word: "boom",
amount: 0.55,
distort: 0.5,
grain: 0.18,
ink: [0.08, 0.07, 0.07], // near-black ink
paper: [0.95, 0.93, 0.87], // warm off-white paper
};
export class InkBleed {
private host: HTMLElement;
private canvas: HTMLCanvasElement;
private gl: WebGLRenderingContext | null = null;
private prog: WebGLProgram | null = null;
private loc: Record<string, WebGLUniformLocation | null> = {};
private quad: WebGLBuffer | null = null;
private mask: WebGLTexture | null = null;
private maskW = 1;
private maskH = 1;
private raf = 0;
private running = false;
private awake = false;
private startT = 0;
private w = 0;
private h = 0;
private dpr = 1;
private fontFamily = "var(--font-kyoto), serif";
private params: InkParams;
// rebuild guards (the mask is the only expensive CPU step)
private builtW = 0;
private builtH = 0;
private builtWord = "";
private builtFont = "";
private buildScheduled = 0;
private destroyed = false;
private painted = false;
// cursor wetness: eased position + strength (fades in on hover, out on leave)
private wx = 0.5;
private wy = 0.5;
private twx = 0.5;
private twy = 0.5;
private wet = 0;
private tWet = 0;
ok = false;
constructor(host: HTMLElement, params?: Partial<InkParams>) {
this.host = host;
this.params = { ...INK_DEFAULTS, ...params };
this.canvas = document.createElement("canvas");
Object.assign(this.canvas.style, {
position: "absolute",
inset: "0",
width: "100%",
height: "100%",
display: "block",
// hidden until the first real frame so the paper host shows (and gets captured by
// the view-transition) instead of an undrawn black canvas flashing.
opacity: "0",
});
host.appendChild(this.canvas);
const gl = this.canvas.getContext("webgl", {
alpha: false,
antialias: false,
premultipliedAlpha: false,
});
if (!gl) return;
this.gl = gl;
try {
this.prog = this.build(FULL_VERT, INK_FRAG);
} catch {
this.gl = null;
return;
}
for (const u of [
"uMask", "uTexel", "uResolution", "uTime", "uAspect", "uAmount", "uWet", "uWetPos",
"uWetOn", "uGrain", "uDistort", "uInk", "uPaper", "uSeed",
]) {
this.loc[u] = gl.getUniformLocation(this.prog, u);
}
this.quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
const aPos = gl.getAttribLocation(this.prog, "aPosition");
gl.useProgram(this.prog);
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
// clear to the paper colour so any pre-draw frame matches the sheet (no flash)
gl.clearColor(this.params.paper[0], this.params.paper[1], this.params.paper[2], 1);
this.resize();
void this.buildMaskNow();
this.canvas.addEventListener("pointermove", this.onMove);
this.canvas.addEventListener("pointerenter", this.onEnter);
this.canvas.addEventListener("pointerleave", this.onLeave);
this.ok = true;
}
private build(vs: string, fs: string): WebGLProgram {
const gl = this.gl!;
const c = (type: number, src: string) => {
const sh = gl.createShader(type)!;
gl.shaderSource(sh, src);
gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(sh) || "compile failed");
}
return sh;
};
const prog = gl.createProgram()!;
gl.attachShader(prog, c(gl.VERTEX_SHADER, vs));
gl.attachShader(prog, c(gl.FRAGMENT_SHADER, fs));
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
throw new Error(gl.getProgramInfoLog(prog) || "link failed");
}
return prog;
}
setFont(family: string) {
if (family === this.fontFamily) return;
this.fontFamily = family;
this.scheduleBuild();
}
setParams(p: Partial<InkParams>) {
const wordChanged = p.word !== undefined && p.word !== this.params.word;
this.params = { ...this.params, ...p };
if (wordChanged) this.scheduleBuild();
else if (!this.running) this.renderOnce();
}
private onMove = (e: PointerEvent) => {
const r = this.canvas.getBoundingClientRect();
this.twx = (e.clientX - r.left) / r.width;
this.twy = 1 - (e.clientY - r.top) / r.height;
this.tWet = 1;
this.wake();
};
private onEnter = () => { this.tWet = 1; this.wake(); };
private onLeave = () => { this.tWet = 0; this.wake(); };
private wake() {
if (this.awake && !this.running) this.start();
}
resize() {
const r = this.host.getBoundingClientRect();
// cap DPR at 1.5: the grungy ink hides the lower resolution and it roughly halves the
// fragment work vs. 2x on retina, so the continuous breathing stays smooth.
this.dpr = Math.min(1.5, window.devicePixelRatio || 1);
this.w = r.width;
this.h = r.height;
const cw = Math.max(1, Math.round(this.w * this.dpr));
const ch = Math.max(1, Math.round(this.h * this.dpr));
if (this.canvas.width !== cw || this.canvas.height !== ch) {
this.canvas.width = cw;
this.canvas.height = ch;
this.gl?.viewport(0, 0, cw, ch);
this.scheduleBuild();
}
}
// cap mask resolution so the CPU rasterize stays cheap; the noise hides the softness.
private maskSize(): [number, number] {
const MAX_W = 1400;
const mw = Math.max(2, Math.min(MAX_W, Math.round(this.w * this.dpr)));
const mh = Math.max(2, Math.round(mw * (this.h / Math.max(1, this.w))));
return [mw, mh];
}
private scheduleBuild() {
if (!this.gl || this.destroyed) return;
const [mw, mh] = this.maskSize();
if (
mw === this.builtW && mh === this.builtH &&
this.params.word === this.builtWord && this.fontFamily === this.builtFont
) return;
if (this.buildScheduled) return;
const run = () => { this.buildScheduled = 0; void this.buildMaskNow(); };
const ric = (window as unknown as {
requestIdleCallback?: (cb: () => void, o?: { timeout: number }) => number;
}).requestIdleCallback;
this.buildScheduled = ric ? ric(run, { timeout: 200 }) : window.setTimeout(run, 0);
}
private async buildMaskNow() {
const gl = this.gl;
if (!gl || this.destroyed) return;
if (this.buildScheduled) {
const cic = (window as unknown as { cancelIdleCallback?: (id: number) => void })
.cancelIdleCallback;
if (cic) cic(this.buildScheduled);
else window.clearTimeout(this.buildScheduled);
this.buildScheduled = 0;
}
const [mw, mh] = this.maskSize();
this.builtW = mw;
this.builtH = mh;
this.builtWord = this.params.word;
this.builtFont = this.fontFamily;
const art = await makeWordMask(this.params.word, mw, mh, this.fontFamily);
if (!this.gl || this.destroyed) return;
if (!this.mask) this.mask = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.mask);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, art);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
this.maskW = art.width;
this.maskH = art.height;
if (!this.running) this.renderOnce();
}
start() {
if (!this.ok) return;
this.awake = true;
if (this.running) return;
this.running = true;
this.resize();
if (!this.startT) this.startT = performance.now();
const loop = (now: number) => {
if (!this.running) return;
this.frame(now);
this.raf = requestAnimationFrame(loop);
};
this.raf = requestAnimationFrame(loop);
}
/** Stop and forbid waking (offscreen / hidden). */
stop() {
this.awake = false;
this.running = false;
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = 0;
}
private renderOnce() {
if (this.raf) return;
this.raf = requestAnimationFrame((t) => { this.raf = 0; this.render(t); });
}
private frame(now: number) {
// the spot tracks the cursor tightly (was 0.12 -> trailed behind, felt laggy)
const k = 0.3;
this.wx += (this.twx - this.wx) * k;
this.wy += (this.twy - this.wy) * k;
this.wet += (this.tWet - this.wet) * 0.18;
this.render(now);
}
private render(now: number) {
const gl = this.gl;
if (!gl || !this.prog || !this.mask) return;
const t = (now - this.startT) / 1000;
const p = this.params;
gl.useProgram(this.prog);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.mask);
gl.uniform1i(this.loc.uMask, 0);
gl.uniform2f(this.loc.uTexel, 1 / this.maskW, 1 / this.maskH);
gl.uniform2f(this.loc.uResolution, this.canvas.width, this.canvas.height);
gl.uniform1f(this.loc.uTime, t);
gl.uniform1f(this.loc.uAspect, this.w / Math.max(1, this.h));
gl.uniform1f(this.loc.uAmount, p.amount);
gl.uniform1f(this.loc.uWet, this.wet);
gl.uniform2f(this.loc.uWetPos, this.wx, this.wy);
gl.uniform1f(this.loc.uWetOn, this.wet > 0.01 ? 1 : 0);
gl.uniform1f(this.loc.uGrain, p.grain);
gl.uniform1f(this.loc.uDistort, p.distort);
gl.uniform3f(this.loc.uInk, p.ink[0], p.ink[1], p.ink[2]);
gl.uniform3f(this.loc.uPaper, p.paper[0], p.paper[1], p.paper[2]);
// seed drifts CONTINUOUSLY (not discrete jumps) so the bleed pattern keeps slowly
// reshaping — the ink breathes / creeps into the paper without a jarring re-stamp.
gl.uniform1f(this.loc.uSeed, t * 0.25);
gl.drawArrays(gl.TRIANGLES, 0, 3);
if (!this.painted) {
this.painted = true;
this.canvas.style.opacity = "1";
}
}
/** One static frame for reduced-motion. */
renderStill() {
this.resize();
void this.buildMaskNow();
this.startT = performance.now();
this.render(performance.now());
}
destroy() {
this.destroyed = true;
if (this.buildScheduled) {
const cic = (window as unknown as { cancelIdleCallback?: (id: number) => void })
.cancelIdleCallback;
if (cic) cic(this.buildScheduled);
else window.clearTimeout(this.buildScheduled);
this.buildScheduled = 0;
}
this.stop();
this.canvas.removeEventListener("pointermove", this.onMove);
this.canvas.removeEventListener("pointerenter", this.onEnter);
this.canvas.removeEventListener("pointerleave", this.onLeave);
const gl = this.gl;
if (gl) {
if (this.mask) gl.deleteTexture(this.mask);
if (this.quad) gl.deleteBuffer(this.quad);
gl.getExtension("WEBGL_lose_context")?.loseContext();
}
this.canvas.remove();
}
}"use client";
// Ink Bleed playground — the detail-page editor. Type a word (set in Kyoto) and it stamps
// as rough bled ink live. Sliders drive the bleed Amount, the Wet distortion, and the
// Grain; a toggle turns the poster Outline frame on/off; two colours set the ink + paper.
// Remix rolls a fresh tinted ink on a matching sheet. Built on the same InkBleed engine
// the card uses, from the shared Vault control kit so it matches the site.
import { useEffect, useMemo, useRef, useState } from "react";
import { InkBleed, type InkParams } from "./engine";
import { defaultInkParams, remixInkParams, toHex, fromHex } from "./params";
import {
PG_PREVIEW, PG_PANEL, Slider, ColorControl, GhostButton,
} from "../swirl/controls";
import { SectionLabel } from "../section-label";
import { hapticTap } from "../../lib/haptics";
const LABEL = "text-[12px] text-[var(--text-tertiary)]";
export function InkBleedPlayground() {
const hostRef = useRef<HTMLDivElement>(null);
const engineRef = useRef<InkBleed | null>(null);
const [params, setParams] = useState<InkParams>(() => defaultInkParams());
const [word, setWord] = useState("boom");
const full = useMemo<InkParams>(() => ({ ...params, word }), [params, word]);
// Mount the engine only when the playground scrolls into view, so the detail hero card
// and the playground don't both spin up WebGL during the view-transition morph.
useEffect(() => {
const host = hostRef.current;
if (!host) return;
let raf = 0;
let started = false;
let onScreen = true;
const sync = () => {
const eng = engineRef.current;
if (!eng) return;
if (onScreen) eng.start();
else eng.stop();
};
const build = () => {
if (started) return;
started = true;
raf = requestAnimationFrame(() => {
const eng = new InkBleed(host, full);
if (!eng.ok) return;
engineRef.current = eng;
eng.start();
if (document.fonts?.load) {
const probe = document.createElement("span");
probe.style.cssText = "position:absolute;visibility:hidden;font-family:var(--font-kyoto)";
probe.textContent = "Ag";
document.body.appendChild(probe);
const fam = getComputedStyle(probe).fontFamily.split(",")[0].replace(/["']/g, "").trim();
document.body.removeChild(probe);
document.fonts.load(`500 1em "${fam}"`).then(() => eng.setFont(`"${fam}", serif`), () => {});
}
});
};
const io = new IntersectionObserver(
(es) => {
onScreen = es[0]?.isIntersecting ?? false;
if (onScreen) build();
sync();
},
{ rootMargin: "200px" },
);
io.observe(host);
const onResize = () => engineRef.current?.resize();
window.addEventListener("resize", onResize);
return () => {
io.disconnect();
cancelAnimationFrame(raf);
window.removeEventListener("resize", onResize);
engineRef.current?.destroy();
engineRef.current = null;
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
useEffect(() => { engineRef.current?.setParams(full); }, [full]);
const patch = (p: Partial<InkParams>) => setParams((prev) => ({ ...prev, ...p }));
const remix = () => {
hapticTap();
setParams((prev) => ({ ...prev, ...remixInkParams() }));
};
return (
<div className="flex min-w-0 flex-col gap-4">
<SectionLabel action={<GhostButton onClick={remix}>Remix</GhostButton>}>
Playground
</SectionLabel>
{/* live preview */}
<div className={`${PG_PREVIEW} aspect-[1344/620] w-full bg-[#f2efe6]`}>
<div ref={hostRef} data-canvas-card className="absolute inset-0 h-full w-full" />
</div>
{/* controls */}
<div className={PG_PANEL}>
{/* word */}
<div className="flex flex-col gap-2 sm:flex-row sm:items-center">
<span className={`${LABEL} shrink-0`}>Word</span>
<input
value={word}
onChange={(e) => setWord(e.target.value)}
placeholder="type a word"
maxLength={12}
className="h-8 min-w-0 flex-1 rounded-lg border border-[var(--border-line)] bg-[var(--bg-page)] px-3 text-[12px] text-[var(--text-primary)] outline-none transition-colors duration-150 ease-[var(--ease-out)] placeholder:text-[var(--text-tertiary)] hover:border-[var(--border-ring)] focus:border-[var(--border-ring)] sm:ml-auto sm:w-[170px] sm:flex-none"
/>
</div>
{/* two columns: Bleed | Ink */}
<div className="grid grid-cols-1 items-start gap-x-6 gap-y-5 sm:grid-cols-2">
<div className="flex flex-col gap-3 self-start">
<span className={LABEL}>Bleed</span>
<Slider label="Amount" value={params.amount} min={0} max={1} step={0.01}
format={(v) => `${(v * 100) | 0}%`} onChange={(v) => patch({ amount: v })} />
<Slider label="Wet" value={params.distort} min={0} max={1} step={0.01}
format={(v) => `${(v * 100) | 0}%`} onChange={(v) => patch({ distort: v })} />
</div>
<div className="flex flex-col gap-3">
<span className={LABEL}>Ink</span>
<ColorControl label="Ink" value={toHex(params.ink)}
onChange={(hex) => patch({ ink: fromHex(hex) })} />
<ColorControl label="Paper" value={toHex(params.paper)}
onChange={(hex) => patch({ paper: fromHex(hex) })} />
</div>
</div>
</div>
</div>
);
}- Company: Study
- Date: Jul 14, 2026
- Tags: WebGL, Ink, Noise
.claude/skills/design-vault/references/ink-bleed.mdText Effects
The typer
Live preview
How it works
Most headlines fade in. The nice ones type in. A wave runs across the line, and as it passes each letter the letter flickers through a few states, a solid pill, a highlight, an outlined pill, then lands on plain text. Letters next to each other in the same state merge into one long rounded bar. Below you can type your own text and change the color, the speed, and which states are in the mix. The colors are three variables, so it drops onto any theme.
Code
// Typer — a character-by-character text reveal where each glyph ripples through a
// pool of randomized visual states (filled pill, inverse, accent, outlined pill…)
// before settling into plain text. Adjacent same-state chars merge into one
// rounded bar (that corner-merging is pure CSS, see typer.css).
//
// The reveal is a frame loop: a normalized progress runs across the word, and each
// character has its own bezier "control point" so the wave of state-changes ripples
// smoothly instead of marching in a straight line. Per character, once progress has
// passed it, it rolls through `cycles` random states, then settles.
//
// Framework-free. Attach one Typer to a [data-typer] element, then drive it with
// in()/out()/inOut()/reset(). A TyperGroup runs several with a per-line stagger,
// which is how a stacked block cascades in.
// ── math helpers ──
const clamp = (v: number, lo: number, hi: number) =>
v < lo ? lo : v > hi ? hi : v;
// round v to the nearest multiple of step (quantizes the per-char progress so a
// glyph holds each state for a beat instead of flickering every frame).
const roundToStep = (v: number, step: number) => Math.round(v / step) * step;
// linear remap of v from [inLo,inHi] into [outLo,outHi].
const remap = (
v: number,
inLo: number,
inHi: number,
outLo: number,
outHi: number,
) => ((v - inLo) * (outHi - outLo)) / (inHi - inLo) + outLo;
// solve a cubic bezier easing y for a given x, control points (x1,y1)(x2,y2),
// endpoints fixed at (0,0)(1,1). Newton's method with a bisection fallback. Used
// once per character to place its reveal "control point" along an eased curve, so
// the ripple accelerates and settles like the original.
function bezierEase(
x: number,
x1: number,
y1: number,
x2: number,
y2: number,
eps = 1e-6,
): number {
const bx = (t: number) =>
3 * (1 - t) ** 2 * t * x1 + 3 * (1 - t) * t ** 2 * x2 + t ** 3;
const by = (t: number) =>
3 * (1 - t) ** 2 * t * y1 + 3 * (1 - t) * t ** 2 * y2 + t ** 3;
const bxDeriv = (t: number) =>
3 * (1 - t) ** 2 * x1 + 6 * (1 - t) * t * (x2 - x1) + 3 * t ** 2 * (1 - x2);
let t = x;
for (let i = 0; i < 8; i++) {
const dx = bx(t) - x;
if (Math.abs(dx) < eps) return by(t);
const d = bxDeriv(t);
if (Math.abs(d) < 1e-6) break;
t -= dx / d;
}
let lo = 0,
hi = 1;
t = x;
while (lo < hi) {
const cx = bx(t);
if (Math.abs(cx - x) < eps) return by(t);
if (cx < x) lo = t;
else hi = t;
t = (lo + hi) / 2;
}
return by(t);
}
// the full pool of per-character states (CSS class suffixes). Any subset can be
// used; they get shuffled per run so the ripple never looks the same twice.
export const ALL_VARIATIONS = [
"charFill",
"charInverse",
"charAccent",
"charAccentInverse",
"charAccentFill",
"charBorder",
] as const;
export type TyperType = "initial" | "in" | "out" | "inout" | "done";
export interface TyperOptions {
fps?: number; // frames per second of the reveal loop
cycles?: number; // how many random states each char rolls through
cycleLength?: number; // fraction of frames spent settling (0..1)
delay?: number; // seconds before this typer's loop starts (per-line stagger)
variations?: string[]; // which state classes are in the pool
initVisible?: boolean; // start fully revealed (no animation)
}
interface CharNode {
el: HTMLSpanElement;
cp: number; // per-char control point (bezier-eased position along the word)
currentClass: string;
}
export class Typer {
private element: HTMLElement;
private originalContent: string;
private source: string;
private length: number;
private fps: number;
private cycles: number;
private cycleLength: number;
private frames: number;
private frame = 0;
private loop: number | null = null;
private delay: number;
private delayTimer: number | null = null;
private charNodes: CharNode[] = [];
private type: TyperType = "initial";
private divisor: number;
private denominator: number;
private variations: string[];
private initVisible: boolean;
constructor(element: HTMLElement, opts: TyperOptions = {}) {
this.element = element;
this.originalContent = element.innerHTML;
this.source = element.textContent || "";
this.length = this.source.replace(/\s/g, "").length;
this.fps = opts.fps ?? 20;
this.cycles = opts.cycles ?? 3;
this.cycleLength = opts.cycleLength ?? 0.5;
// total frames scales a little with word length so long lines don't feel rushed.
this.frames = this.length ? this.fps * (1 + this.length * 0.01) : 0;
this.delay = opts.delay ?? 0;
this.divisor = this.length > 1 ? this.length - 1 : 1;
this.denominator = this.frames - this.frames * this.cycleLength || 1;
this.variations = (opts.variations ?? [...ALL_VARIATIONS]).slice();
this.shuffle();
this.initVisible = opts.initVisible ?? false;
if (this.length) {
this.build();
if (this.initVisible) {
this.charNodes.forEach((n) => this.setClass(n, "char"));
this.type = "done";
this.element.dataset.typerType = "done";
} else {
this.applyFrame();
this.element.dataset.typerType = "initial";
}
}
}
// split into words (preserving whitespace nodes) and wrap each char in a span.
// Each char gets a bezier-eased control point from its position in the word.
private build() {
this.element.innerHTML = "";
this.charNodes = [];
const parts = this.source.split(/(\s+)/);
let i = 0;
for (const part of parts) {
if (part.trim() === "") {
this.element.append(document.createTextNode(part));
continue;
}
const word = document.createElement("span");
word.className = "word";
for (const ch of part.split("")) {
const pos = i / this.divisor;
// ease the control point so chars near the start reveal sooner, with a
// smooth ramp; quantize to 0.05 so states hold for a beat.
const cp = roundToStep(bezierEase(pos, 0, 0.75, 0.75, 0), 0.05);
const span = document.createElement("span");
span.className = "char charInit";
span.textContent = ch || " ";
this.charNodes.push({ el: span, cp, currentClass: "char charInit" });
i += 1;
word.appendChild(span);
}
this.element.appendChild(word);
}
}
// swap this typer to new text and rebuild (used by the "type your own" control).
reset(text: string) {
this.stopLoop();
this.source = text;
this.length = text.replace(/\s/g, "").length;
this.divisor = this.length > 1 ? this.length - 1 : 1;
this.frames = this.length ? this.fps * (1 + this.length * 0.01) : 0;
this.denominator = this.frames - this.frames * this.cycleLength || 1;
this.frame = 0;
this.type = "initial";
this.build();
this.applyFrame();
this.element.dataset.typerType = "initial";
}
in() {
this.setType("in");
}
out() {
this.setType("out");
}
inOut() {
this.setType("inout");
}
private setType(t: TyperType) {
if (t === this.type && t !== "inout") return;
this.type = t;
this.element.dataset.typerType = t;
this.stopLoop();
this.frame = 0;
this.applyFrame();
if (t !== "initial" && this.charNodes.length) this.startLoop();
}
private startLoop() {
if (this.loop || this.delayTimer || !this.charNodes.length) return;
if (this.type === "initial") return;
this.shuffle();
const begin = () => {
this.delayTimer = null;
if (this.loop || this.type === "initial") return;
this.applyFrame();
this.loop = window.setInterval(() => this.tick(), 1000 / this.fps);
};
if (this.delay > 0) {
this.delayTimer = window.setTimeout(begin, this.delay * 1000);
} else {
begin();
}
}
private stopLoop() {
if (this.delayTimer) {
window.clearTimeout(this.delayTimer);
this.delayTimer = null;
}
if (this.loop) {
window.clearInterval(this.loop);
this.loop = null;
}
}
private tick() {
// inout runs the in phase then the out phase back to back (2x the frames).
const total = this.type === "inout" ? this.frames * 2 : this.frames;
this.frame += 1;
this.frame = clamp(this.frame, 0, total);
this.applyFrame();
if (this.frame >= total) {
this.stopLoop();
this.type = "done";
this.element.dataset.typerType = "done";
}
}
// paint every char's class for the current frame.
private applyFrame() {
if (!this.length || !this.charNodes.length) return;
if (this.type === "initial") {
this.charNodes.forEach((n) => this.setClass(n, "char charInit"));
return;
}
// in the inout case, the second half is the "out" phase.
const phase =
this.type === "inout" && this.frame > this.frames
? "out"
: this.type === "inout"
? "in"
: this.type;
const progress =
(this.type === "inout" && phase === "out"
? this.frame - this.frames
: this.frame) / this.denominator;
for (const node of this.charNodes) {
// this char's local progress = global progress minus its control-point offset.
let p = progress - node.cp;
p = roundToStep(p, 0.1);
p = clamp(p, 0, 1);
// pick a state: while mid-reveal, roll through the shuffled pool by cycle.
let variation = "charInit";
if (p > 0) {
const idx = Math.round(remap(p, 0, 1, 0, this.cycles));
variation = this.variations[idx % this.variations.length];
}
if (p >= 1) variation = ""; // settled → plain char
const midClass = variation ? `char ${variation}` : "char";
// "in" ramps charInit → states → plain; "out" runs it in reverse.
let cls: string;
if (phase === "in") {
cls = p <= 0 ? "char charInit" : p >= 1 ? "char" : midClass;
} else {
cls = p <= 0 ? "char" : p >= 1 ? "char charInit" : midClass;
}
this.setClass(node, cls);
}
}
private setClass(node: CharNode, cls: string) {
if (cls === node.currentClass) return;
node.currentClass = cls;
node.el.className = cls;
}
private shuffle() {
this.variations.sort(() => 0.5 - Math.random());
}
destroy() {
this.stopLoop();
this.element.innerHTML = this.originalContent;
delete this.element.dataset.typerType;
}
}
// Runs several typers together with a per-line stagger, so a stacked block cascades
// in top-to-bottom. Each line's `delay` offsets when its reveal starts.
export class TyperGroup {
private typers: Typer[] = [];
constructor(
elements: HTMLElement[],
opts: Omit<TyperOptions, "delay"> = {},
stagger = 0.15, // seconds between consecutive lines
) {
this.typers = elements.map(
(el, i) => new Typer(el, { ...opts, delay: i * stagger }),
);
}
in() {
this.typers.forEach((t) => t.in());
}
out() {
this.typers.forEach((t) => t.out());
}
destroy() {
this.typers.forEach((t) => t.destroy());
}
}/* Typer — the styling for the character reveal. The engine (typer.ts) swaps each
char's class between these states; the CSS is what makes a state look like a
solid pill, an outlined pill, an accent block, and so on. The nicest trick is
pill-merging: adjacent same-state chars round only at the two outer ends, so a
run of them reads as one continuous rounded bar, not separate boxes.
Everything is themed from four custom properties, so a preset can recolor the
text, the pill fills, AND the borders all at once:
--typer-fg the base ink (plain letters, ink pills, ink borders)
--typer-bg the page / knockout color inside a filled pill
--typer-accent the accent surface (accent pill fills, accent borders)
--typer-accent-ink the text color that sits ON an accent fill
Set them on the [data-typer] element or any ancestor. */
[data-typer] {
--typer-fg: #1b1b1b;
--typer-bg: #fcfcfc;
--typer-accent: #12a150;
--typer-accent-ink: #fcfcfc;
--typer-radius: 5px;
}
/* before the reveal runs, the whole line is invisible (chars are charInit). */
[data-typer][data-typer-type="initial"] {
opacity: 0;
}
[data-typer] .word {
white-space: pre; /* keep intra-word spacing exact */
}
[data-typer] .word .char {
box-sizing: content-box;
display: inline-block;
color: var(--typer-fg);
background: transparent;
transition: none; /* state changes are discrete frames, not tweened */
}
/* not yet revealed → transparent (holds the layout, shows nothing). */
[data-typer] .word .char.charInit {
color: transparent;
}
/* ── Solid pill: ink block, knockout text. Adjacent fills merge into one bar. ── */
[data-typer] .word .char.charFill {
color: var(--typer-bg);
background: var(--typer-fg);
border-radius: var(--typer-radius);
}
[data-typer] .word .char.charFill:has(+ .charFill) {
border-top-right-radius: 0;
border-bottom-right-radius: 0;
}
[data-typer] .word .char.charFill + .charFill {
border-radius: 0;
}
[data-typer] .word .char.charFill + .charFill:last-child,
[data-typer] .word .char.charFill + .charFill:has(+ :not(.charFill)) {
border-radius: 0 var(--typer-radius) var(--typer-radius) 0;
}
/* ── Inverse: ink knockout, no rounding (a hard block). ── */
[data-typer] .word .char.charInverse {
color: var(--typer-bg);
background: var(--typer-fg);
}
/* ── Accent: colored LETTERS on the page (no pill) — the accent reaching the
text itself, not just a fill. ── */
[data-typer] .word .char.charAccent {
color: var(--typer-accent);
background: transparent;
}
/* ── Accent inverse: an accent PILL with knockout text sitting on it. Merges into
a bar like the ink fill. ── */
[data-typer] .word .char.charAccentInverse {
color: var(--typer-accent-ink);
background: var(--typer-accent);
border-radius: var(--typer-radius);
}
[data-typer] .word .char.charAccentInverse:has(+ .charAccentInverse) {
border-top-right-radius: 0;
border-bottom-right-radius: 0;
}
[data-typer] .word .char.charAccentInverse + .charAccentInverse {
border-radius: 0;
}
[data-typer] .word .char.charAccentInverse + .charAccentInverse:last-child,
[data-typer]
.word
.char.charAccentInverse
+ .charAccentInverse:has(+ :not(.charAccentInverse)) {
border-radius: 0 var(--typer-radius) var(--typer-radius) 0;
}
/* ── Accent fill: a briefly solid block of pure accent (both fill and text). ── */
[data-typer] .word .char.charAccentFill {
color: var(--typer-accent);
background: var(--typer-accent);
}
/* ── Outlined pill: an ACCENT border box around ink text; a run merges like the
solid pill, but by dropping the inner vertical borders instead of the fill. ── */
[data-typer] .word .char.charBorder {
position: relative;
color: var(--typer-fg);
}
[data-typer] .word .char.charBorder::after {
content: "";
display: inline-block;
position: absolute;
inset: 0;
border: 1px solid var(--typer-accent);
border-radius: var(--typer-radius);
}
[data-typer] .word .char.charBorder:has(+ .charBorder)::after {
border-right: 1px solid transparent;
border-top-right-radius: 0;
border-bottom-right-radius: 0;
}
[data-typer] .word .char.charBorder + .charBorder::after {
border-left: 1px solid transparent;
border-right: 1px solid transparent;
border-radius: 0;
}
[data-typer] .word .char.charBorder + .charBorder:last-child::after,
[data-typer] .word .char.charBorder + .charBorder:has(+ :not(.charBorder))::after {
border-left: 1px solid transparent;
border-right: 1px solid var(--typer-accent);
border-radius: 0 var(--typer-radius) var(--typer-radius) 0;
}
@media (prefers-reduced-motion: reduce) {
/* no reveal animation: show the text plainly. */
[data-typer][data-typer-type="initial"] {
opacity: 1;
}
[data-typer] .word .char.charInit {
color: var(--typer-fg);
}
}<!-- Typer — a stacked block of lines that reveal character by character, each glyph
rippling through randomized pill/highlight/border states before it settles.
Load typer.css, put one [data-typer] element per line, then drive them with a
TyperGroup (from typer.ts) for the top-to-bottom cascade.
Colors are three custom properties (set them on any ancestor):
--typer-fg ink/pill · --typer-bg page/knockout · --typer-accent highlight -->
<link rel="stylesheet" href="typer.css" />
<div class="typer-block" style="display:flex;flex-direction:column;align-items:center;gap:4px;text-align:center;font-weight:600;font-size:clamp(1.4rem,4vw,2.4rem)">
<span data-typer data-typer-type="initial">design engineered by me :)</span>
</div>
<!-- typer.ts is an ES module. Instantiate a TyperGroup over the lines and reveal
them; the group staggers each line so the block cascades in top-to-bottom. -->
<script type="module">
import { TyperGroup } from "./typer.js"; // built from typer.ts
const lines = [...document.querySelectorAll("[data-typer]")];
const group = new TyperGroup(
lines,
{ fps: 20, cycles: 3 }, // tune speed and how many states each char rolls through
0.15, // seconds of stagger between consecutive lines
);
// reveal once the block scrolls into view
const io = new IntersectionObserver((entries) => {
if (entries[0].isIntersecting) {
group.in();
io.disconnect();
}
}, { threshold: 0.4 });
io.observe(document.querySelector(".typer-block"));
</script>- Company: Study
- Date: Jul 7, 2026
- Tags: CSS, Text, Animation
.claude/skills/design-vault/references/typer.mdText Effects
Design tiles
Live preview
How it works
A short lowercase sentence (e.g. "design is how it works") laid out as adjacent SOLID-COLOR tiles packed edge-to-edge into one seamless horizontal bar — each word in its own rectangle, auto-sized to the word with even padding, uniform height, no gaps, the whole bar rounded as one unit. Each tile carries a bold, saturated, slightly-clashing swatch (near-black, red, lilac, green, violet, yellow…) with an auto-contrast text color baked in (white on the dark swatches, near-black on the bright ones) — no muted filler. On reveal the tiles FLY IN to assemble the bar: each wipes open left-to-right via clip-path (clip-path, NOT scaleX, so the text never distorts) with a small rise + fade, staggered. Then it idly SHUFFLES: each tile re-rolls to a different swatch on its own timer (color transitions eased), and hovering a tile re-rolls it immediately. Set in a tight grotesque. Plain DOM/CSS: a flex row of spans + a rAF loop, no canvas, no framework. Reduced-motion shows the assembled bar, static.
NOTE: the copied prompt did not include design-tiles/measure.ts. Its API, as consumed by engine.ts: measureWord(word, fontFamily, weight) -> WordMetrics | null where WordMetrics = { width: number, glyphs: Array<{ ch: string, x: number, w: number, top: number, bottom: number }> } (per-glyph boxes in a reference coordinate space), plus constants REF_FS (reference font size used for the SVG text) and BASELINE_Y (baseline y in that space). Band constants in engine.ts (BAND_ASCENT 82, BAND_DESCENT 26 around BASELINE_Y) suggest REF_FS ≈ 100.
Code
export const WORDS = ["design", "is", "how", "it", "works"];
export type Swatch = { bg: string; fg: string };
export const SWATCHES: Swatch[] = [
{ bg: "#0a0a0a", fg: "#ffffff" },
{ bg: "#ff2e20", fg: "#0a0a0a" },
{ bg: "#f0c2f7", fg: "#0a0a0a" },
{ bg: "#22e58b", fg: "#0a0a0a" },
{ bg: "#7c4dff", fg: "#ffffff" },
{ bg: "#ffe14d", fg: "#0a0a0a" },
{ bg: "#18b6ff", fg: "#0a0a0a" },
{ bg: "#ff7a1a", fg: "#0a0a0a" },
{ bg: "#ff4fa3", fg: "#0a0a0a" },
];
export function randomSwatch(exclude?: Swatch): Swatch {
if (SWATCHES.length < 2 || !exclude) {
return SWATCHES[(Math.random() * SWATCHES.length) | 0];
}
let s = exclude;
while (s === exclude) s = SWATCHES[(Math.random() * SWATCHES.length) | 0];
return s;
}
export function randomSwatchAvoiding(used: Swatch[]): Swatch {
const free = SWATCHES.filter((s) => !used.includes(s));
const pool = free.length > 0 ? free : SWATCHES;
return pool[(Math.random() * pool.length) | 0];
}
export const INITIAL: Swatch[] = [
SWATCHES[0],
SWATCHES[1],
SWATCHES[2],
SWATCHES[3],
SWATCHES[4],
];import { WORDS, INITIAL, randomSwatchAvoiding, type Swatch } from "./palette";
import { measureWord, REF_FS, BASELINE_Y, type WordMetrics } from "./measure";
const SVGNS = "http://www.w3.org/2000/svg";
const FLY_STAGGER = 130;
const FLY_MS = 760;
const SHUFFLE_MIN = 1300;
const SHUFFLE_MAX = 3200;
const COLOR_MS = 520;
const PAD_Y = 6;
const PAD_X = 2;
const BAND_ASCENT = 82;
const BAND_DESCENT = 26;
type LetterRect = {
el: SVGRectElement;
x0: number;
x1: number;
baseY: number;
baseH: number;
hovered: boolean;
};
type Tile = {
outer: HTMLSpanElement;
svg: SVGSVGElement;
rects: LetterRect[];
textEl: SVGTextElement;
word: string;
swatch: Swatch;
nextShuffle: number;
};
export class DesignTiles {
private host: HTMLElement;
private root: HTMLDivElement;
private bar: HTMLDivElement;
private tiles: Tile[] = [];
private fontFamily = "sans-serif";
private raf = 0;
private running = false;
private disposed = false;
private revealed = false;
private now = 0;
private ro?: ResizeObserver;
private cleanup: (() => void)[] = [];
constructor(host: HTMLElement) {
this.host = host;
const root = document.createElement("div");
Object.assign(root.style, {
position: "absolute",
inset: "0",
display: "flex",
alignItems: "center",
justifyContent: "center",
fontFamily: "var(--font-kyoto), var(--font-neue-montreal), system-ui, sans-serif",
userSelect: "none",
});
root.setAttribute("aria-label", WORDS.join(" "));
this.fontFamily =
getComputedStyle(root).fontFamily || "var(--font-kyoto), sans-serif";
const bar = document.createElement("div");
Object.assign(bar.style, { display: "flex", alignItems: "center" });
WORDS.forEach((word, i) => {
const sw = INITIAL[i] ?? randomSwatchAvoiding([]);
const outer = document.createElement("span");
Object.assign(outer.style, {
display: "grid",
gridTemplateColumns: "0fr",
transition: `grid-template-columns ${FLY_MS}ms cubic-bezier(.16,1,.3,1)`,
});
const clip = document.createElement("span");
clip.style.overflow = "hidden";
const svg = document.createElementNS(SVGNS, "svg");
Object.assign(svg.style, {
display: "block",
height: "clamp(1.6rem, 4vw, 2.9rem)",
opacity: "0",
transition: `opacity ${Math.round(FLY_MS * 0.8)}ms ease`,
});
const gBg = document.createElementNS(SVGNS, "g");
const textEl = document.createElementNS(SVGNS, "text");
textEl.setAttribute("font-family", this.fontFamily);
textEl.setAttribute("font-weight", "500");
textEl.setAttribute("font-size", String(REF_FS));
textEl.setAttribute("dominant-baseline", "alphabetic");
textEl.style.fill = sw.fg;
textEl.style.transition = `fill ${COLOR_MS}ms ease`;
textEl.textContent = word;
svg.appendChild(gBg);
svg.appendChild(textEl);
clip.appendChild(svg);
outer.appendChild(clip);
bar.appendChild(outer);
this.tiles.push({
outer,
svg,
rects: [],
textEl,
word,
swatch: sw,
nextShuffle: 0,
});
});
root.appendChild(bar);
host.appendChild(root);
this.root = root;
this.bar = bar;
this.layout();
this.bindEvents();
}
private layout() {
for (const tile of this.tiles) {
const m = measureWord(tile.word, this.fontFamily, "500");
for (const r of tile.rects) r.el.remove();
tile.rects = [];
if (!m) {
this.buildFallback(tile);
continue;
}
this.buildRects(tile, m);
}
}
private buildRects(tile: Tile, m: WordMetrics) {
const gBg = tile.svg.firstChild as SVGGElement;
const bandTop = BASELINE_Y - BAND_ASCENT;
const bandBottom = BASELINE_Y + BAND_DESCENT;
for (let i = 0; i < m.glyphs.length; i++) {
const g = m.glyphs[i];
if (g.ch === " ") continue;
const top = Math.max(bandTop, g.top - PAD_Y);
const bottom = Math.min(bandBottom, g.bottom + PAD_Y);
const next = m.glyphs[i + 1];
const right = next ? next.x : g.x + g.w;
const left = g.x - (i === 0 ? PAD_X : 0);
const width = right - left + PAD_X;
const rect = document.createElementNS(SVGNS, "rect");
rect.setAttribute("x", String(left));
rect.setAttribute("y", String(top));
rect.setAttribute("width", String(width));
rect.setAttribute("height", String(bottom - top));
rect.style.fill = tile.swatch.bg;
rect.style.transition = `fill ${COLOR_MS}ms ease, y 160ms ease, height 160ms ease`;
gBg.appendChild(rect);
tile.rects.push({
el: rect,
x0: left,
x1: left + width,
baseY: top,
baseH: bottom - top,
hovered: false,
});
}
tile.textEl.setAttribute("x", "0");
tile.textEl.setAttribute("y", String(BASELINE_Y));
const vbX = -PAD_X;
const vbW = m.width + PAD_X * 2;
const vbY = bandTop;
const vbH = bandBottom - bandTop;
tile.svg.setAttribute("viewBox", `${vbX} ${vbY} ${vbW} ${vbH}`);
tile.svg.setAttribute("preserveAspectRatio", "xMidYMid meet");
tile.svg.removeAttribute("width");
tile.svg.removeAttribute("height");
tile.svg.style.width = "auto";
}
private buildFallback(tile: Tile) {
const gBg = tile.svg.firstChild as SVGGElement;
const rect = document.createElementNS(SVGNS, "rect");
rect.setAttribute("x", "0");
rect.setAttribute("y", "0");
rect.setAttribute("width", "100");
rect.setAttribute("height", "100");
rect.style.fill = tile.swatch.bg;
gBg.appendChild(rect);
tile.rects.push({ el: rect, x0: 0, x1: 100, baseY: 0, baseH: 100, hovered: false });
tile.svg.setAttribute("viewBox", "0 0 100 100");
}
private bindEvents() {
this.tiles.forEach((tile) => {
const onEnter = () => this.recolor(tile);
tile.svg.addEventListener("pointerenter", onEnter);
const onMove = (e: PointerEvent) => this.hoverLetter(tile, e);
const onLeave = () => this.clearHover(tile);
tile.svg.addEventListener("pointermove", onMove);
tile.svg.addEventListener("pointerleave", onLeave);
this.cleanup.push(() => {
tile.svg.removeEventListener("pointerenter", onEnter);
tile.svg.removeEventListener("pointermove", onMove);
tile.svg.removeEventListener("pointerleave", onLeave);
});
});
this.ro = new ResizeObserver(() => this.layout());
this.ro.observe(this.host);
}
private hoverLetter(tile: Tile, e: PointerEvent) {
const rect = tile.svg.getBoundingClientRect();
if (rect.width < 1) return;
const vb = tile.svg.viewBox.baseVal;
const scale = vb.width / rect.width;
const grow = 2 * scale;
const px = vb.x + ((e.clientX - rect.left) / rect.width) * vb.width;
for (const r of tile.rects) {
const isHit = px >= r.x0 && px < r.x1;
if (isHit === r.hovered) continue;
r.hovered = isHit;
if (isHit) {
r.el.style.y = `${r.baseY - grow / 2}px`;
r.el.style.height = `${r.baseH + grow}px`;
} else {
r.el.style.y = `${r.baseY}px`;
r.el.style.height = `${r.baseH}px`;
}
}
}
private clearHover(tile: Tile) {
for (const r of tile.rects) {
if (!r.hovered) continue;
r.hovered = false;
r.el.style.y = `${r.baseY}px`;
r.el.style.height = `${r.baseH}px`;
}
}
private recolor(tile: Tile) {
const used = this.tiles.filter((t) => t !== tile).map((t) => t.swatch);
const sw = randomSwatchAvoiding(used);
tile.swatch = sw;
for (const r of tile.rects) r.el.style.fill = sw.bg;
tile.textEl.style.fill = sw.fg;
}
refreshFont() {
this.fontFamily = getComputedStyle(this.root).fontFamily || this.fontFamily;
for (const tile of this.tiles) tile.textEl.setAttribute("font-family", this.fontFamily);
this.layout();
}
private reveal() {
if (this.revealed) return;
this.revealed = true;
this.tiles.forEach((tile, i) => {
const delay = i * FLY_STAGGER;
const t = window.setTimeout(() => {
tile.outer.style.gridTemplateColumns = "1fr";
tile.svg.style.opacity = "1";
}, delay);
this.cleanup.push(() => window.clearTimeout(t));
});
const assembledAt = this.tiles.length * FLY_STAGGER + FLY_MS;
this.tiles.forEach((tile) => {
tile.nextShuffle =
performance.now() + assembledAt + SHUFFLE_MIN + Math.random() * (SHUFFLE_MAX - SHUFFLE_MIN);
});
}
start() {
if (this.running || this.disposed) return;
this.running = true;
this.reveal();
this.raf = requestAnimationFrame(this.loop);
}
stop() {
this.running = false;
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = 0;
}
private loop = () => {
if (!this.running) return;
this.now = performance.now();
for (const tile of this.tiles) {
if (tile.nextShuffle === 0) continue;
if (this.now >= tile.nextShuffle) {
this.recolor(tile);
tile.nextShuffle = this.now + SHUFFLE_MIN + Math.random() * (SHUFFLE_MAX - SHUFFLE_MIN);
}
}
this.raf = requestAnimationFrame(this.loop);
};
renderStill() {
this.revealed = true;
this.tiles.forEach((tile) => {
tile.outer.style.transition = "none";
tile.outer.style.gridTemplateColumns = "1fr";
tile.svg.style.transition = "none";
tile.svg.style.opacity = "1";
});
}
destroy() {
this.disposed = true;
this.stop();
this.ro?.disconnect();
this.cleanup.forEach((fn) => fn());
this.root.parentNode?.removeChild(this.root);
void this.bar;
}
}- Source: user-copied "Copy prompt" from arlan (arlan.me), received 2026-07-19; not yet listed on arlan.me/vault or its sitemap at that date.
design-tiles/measure.tswas not included in the copied prompt; see the note above for its reconstructed API surface.
.claude/skills/design-vault/references/design-tiles.mdText Effects
Text Effects Showcase
Live preview
How it works
A full-page, dark, single-column gallery that demonstrates 32 text effects, each in its own row with a large live preview. A sticky toolbar lets you type your own preview text, pick a Google font (Inter, Space Grotesk, Sora, Outfit, DM Sans, Manrope, Plus Jakarta Sans, Playfair Display), and drag size and weight sliders — every change applies to all rows at once. Category filter chips (All, Gradient, Entrance, Ambient, Interactive, Decode, Style) show/hide rows. Every animated effect auto-loops continuously.
Per-row interaction. Each row shows its number, name and category, plus three buttons that only appear on hover: Prompt, Code, Tune. Tune expands an inline settings panel under that preview with controls for that effect's own parameters (colours, speed, intensity, stagger, …) wired live. Prompt and Code open a centered overlay panel containing selectable, copyable text (a one-line AI prompt, or a representative code snippet).
The 32 effects.
- Gradient — gradient sweep, gradient vertical, rainbow, shimmer sheen (a narrow specular highlight passing over solid text): a gradient clipped to the glyphs (
background-clip:text) scrolls or glints. - Entrance (enter → hold → exit loop) — elastic drop, fade up, scale pop, rotate in, stencil stamp, clip reveal, blur in, flip in, masked rise (letters rise crisply from behind a baseline mask), split reveal (top/bottom halves lock together via clipped
attr(data-text)copies). Per-letter effects stagger via a--iindex andanimation-delay. - Ambient (never stops) — wave float, breath, weight shift (animates variable-font
wght), perspective swing (3D rotateY pivot), thermal shimmer, neon pulse, flicker. - Interactive — magnetic cursor (letters pushed by / drawn to the pointer, idle drift when still), stretch morph (letters stretch near the cursor, idle travelling wave), spotlight (a beam clipped to the glyphs follows the cursor, sweeps on its own when idle).
- Decode — scramble (glyphs flicker and settle left-to-right) and typewriter (types, holds, erases, loops, with a blinking caret).
- Style — outline, long shadow, 3D emboss, glitch (two clipped cyan/red copies jitter out of register via
::before/::after+attr(data-text)), highlight marker.
Architecture. One EFFECTS array is the single source of truth: each entry has a name, cat, a CSS class (cls), a text mode (whole / letters / custom), a controls list, a prompt and code string, and — for JS-driven effects — a js(api) factory returning { update(params), tick(now), destroy() }. CSS-only effects express their motion in keyframes and read Tune values from CSS custom properties (--dur, --c1, --stagger, --amp, …); the Tune panel just sets those variables, so animations keep looping without a restart. JS-driven effects (scramble, typewriter, magnetic, stretch, long shadow) are ticked by **one shared requestAnimationFrame loop** that pauses when the gallery is offscreen or the tab is hidden. Changing the text rebuilds the per-letter spans and re-creates the JS instances; changing font / size / weight is just a CSS-variable update on the root.
Categories: Gradient · Entrance · Ambient · Interactive · Decode · Style.
Code
/* dark theme, scoped under a single root. --te-font/--te-size/--te-weight are
the global type state; --dur/--c1../--amp/--stagger are per-effect Tune vars. */
:root {
--te-bg:#0a0b0e; --te-panel:#14161d; --te-line:#262a33;
--te-text:#eef0f4; --te-muted:#9aa0ac; --te-faint:#626873; --te-acc:#7c8cff;
--te-font:"Inter",system-ui,sans-serif; --te-size:60px; --te-weight:700;
}
body { background:var(--te-bg); color:var(--te-text); margin:0;
font-family:system-ui,-apple-system,"Segoe UI",Roboto,sans-serif; }
/* sticky toolbar + filters */
.te-toolbar { position:sticky; top:0; z-index:30; display:flex; flex-wrap:wrap;
gap:10px 14px; align-items:center; padding:14px 18px;
background:rgba(10,11,14,.86); backdrop-filter:blur(10px);
border-bottom:1px solid var(--te-line); }
.te-filters { display:flex; flex-wrap:wrap; gap:8px; padding:12px 18px;
background:var(--te-bg); border-bottom:1px solid var(--te-line); }
.te-chip { font:inherit; font-size:12.5px; color:var(--te-muted); background:none;
border:1px solid var(--te-line); border-radius:999px; padding:5px 13px; cursor:pointer; }
.te-chip.active { color:#0a0b0e; background:var(--te-text); border-color:var(--te-text); }
/* rows */
.te-row { border-bottom:1px solid var(--te-line); padding:22px 18px 24px; }
.te-row.te-hidden { display:none; }
.te-row-head { display:flex; align-items:center; gap:12px; margin-bottom:18px; }
.te-index { font-size:12px; color:var(--te-faint); width:26px; }
.te-name { font-size:13.5px; font-weight:600; }
.te-cat { font-size:10.5px; text-transform:uppercase; letter-spacing:.08em;
color:var(--te-faint); border:1px solid var(--te-line); border-radius:999px; padding:2px 8px; }
.te-actions { margin-left:auto; display:flex; gap:6px; opacity:0; transition:opacity .16s; }
.te-row:hover .te-actions, .te-row:focus-within .te-actions { opacity:1; }
.te-act { font:inherit; font-size:12px; color:var(--te-muted); background:var(--te-panel);
border:1px solid var(--te-line); border-radius:7px; padding:4px 11px; cursor:pointer; }
.te-act.active { color:#0a0b0e; background:var(--te-acc); border-color:var(--te-acc); }
.te-preview { min-height:130px; display:flex; align-items:center; justify-content:center;
padding:18px 10px; overflow:hidden; text-align:center; border-radius:12px;
background:radial-gradient(120% 140% at 50% 0%,#131620 0%,#0c0d12 70%); }
.te-text { font-family:var(--te-font); font-size:var(--te-size); font-weight:var(--te-weight);
line-height:1.1; letter-spacing:-.01em; color:var(--te-text); max-width:100%; word-break:break-word; }
.te-ch { display:inline-block; white-space:pre; }
/* Tune panel + copy overlay */
.te-tune { margin-top:14px; padding:14px 16px; border:1px solid var(--te-line);
border-radius:12px; background:#101218; display:grid;
grid-template-columns:repeat(auto-fill,minmax(190px,1fr)); gap:12px 18px; }
.te-tune[hidden] { display:none; }
.te-ctl { display:flex; align-items:center; gap:10px; }
.te-ctl > label { font-size:12px; color:var(--te-muted); width:84px; }
.te-overlay { position:fixed; inset:0; z-index:100; display:flex; align-items:center;
justify-content:center; padding:24px; background:rgba(4,5,7,.66); backdrop-filter:blur(4px); }
.te-overlay[hidden] { display:none; }
.te-modal { width:min(620px,100%); max-height:80vh; display:flex; flex-direction:column;
background:var(--te-panel); border:1px solid var(--te-line); border-radius:14px; overflow:hidden; }
.te-modal pre { margin:0; padding:16px; overflow:auto; white-space:pre-wrap;
font:12.5px/1.6 ui-monospace,Menlo,Consolas,monospace; color:#dfe3ea; }
/* ---- effect keyframes (one class each) ---- */
.fx-gradsweep .te-text { background:linear-gradient(90deg,var(--c1,#7c5cff),var(--c2,#00e5ff),var(--c3,#ff5cc8),var(--c1,#7c5cff));
background-size:300% 100%; -webkit-background-clip:text; background-clip:text; color:transparent;
animation:teGradH var(--dur,4s) linear infinite; }
@keyframes teGradH { to { background-position:300% 0; } }
.fx-gradvert .te-text { background:linear-gradient(180deg,var(--c1,#ffd16b),var(--c2,#ff5c8a),var(--c3,#7c5cff),var(--c1,#ffd16b));
background-size:100% 300%; -webkit-background-clip:text; background-clip:text; color:transparent;
animation:teGradV var(--dur,4s) linear infinite; }
@keyframes teGradV { to { background-position:0 300%; } }
.fx-rainbow .te-text { background:linear-gradient(90deg,#ff004c,#ff8a00,#ffe600,#00d26a,#00b3ff,#7a5cff,#ff004c);
background-size:400% 100%; -webkit-background-clip:text; background-clip:text; color:transparent;
animation:teRainbow var(--dur,6s) linear infinite; }
@keyframes teRainbow { to { background-position:400% 0; } }
.fx-elastic .te-ch { animation:teElastic var(--dur,3.6s) cubic-bezier(.5,1.4,.4,1) infinite; animation-delay:calc(var(--i)*var(--stagger,.05s)); }
@keyframes teElastic { 0%{transform:translateY(-130%);opacity:0} 8%{opacity:1} 30%{transform:translateY(0)}
40%{transform:translateY(-16%)} 50%{transform:translateY(0)} 58%{transform:translateY(-6%)}
66%,84%{transform:translateY(0);opacity:1} 100%{transform:translateY(60%);opacity:0} }
.fx-fadeup .te-ch { animation:teFadeUp var(--dur,3s) ease infinite; animation-delay:calc(var(--i)*var(--stagger,.04s)); }
@keyframes teFadeUp { 0%{opacity:0;transform:translateY(var(--dist,.6em))} 14%,80%{opacity:1;transform:none}
100%{opacity:0;transform:translateY(calc(var(--dist,.6em)*-.6))} }
.fx-scalepop .te-ch { animation:teScalePop var(--dur,3s) cubic-bezier(.34,1.56,.5,1) infinite; animation-delay:calc(var(--i)*var(--stagger,.045s)); }
@keyframes teScalePop { 0%{opacity:0;transform:scale(.2)} 16%{opacity:1;transform:scale(1.18)} 30%{transform:scale(1)} 82%{opacity:1} 100%{opacity:0;transform:scale(.2)} }
.fx-rotatein .te-ch { transform-origin:50% 50%; animation:teRotateIn var(--dur,3.2s) ease infinite; animation-delay:calc(var(--i)*var(--stagger,.05s)); }
@keyframes teRotateIn { 0%{opacity:0;transform:rotate(-95deg) scale(.55)} 20%,80%{opacity:1;transform:none} 100%{opacity:0;transform:rotate(24deg) scale(.55)} }
.fx-stamp .te-text { letter-spacing:.02em; animation:teStamp var(--dur,3.4s) cubic-bezier(.2,.8,.2,1) infinite; }
@keyframes teStamp { 0%{opacity:0;transform:scale(2.4);filter:blur(10px)} 16%{opacity:1;transform:scale(1);filter:blur(0)}
20%{transform:scale(1.05)} 26%{transform:scale(1)} 82%{opacity:1} 100%{opacity:0;transform:scale(1.25);filter:blur(5px)} }
.fx-clip .te-text { animation:teClip var(--dur,3s) cubic-bezier(.7,0,.3,1) infinite; }
@keyframes teClip { 0%{clip-path:inset(0 100% 0 0)} 30%,80%{clip-path:inset(0 0 0 0)} 100%{clip-path:inset(0 0 0 100%)} }
.fx-blurin .te-text { animation:teBlurIn var(--dur,3s) ease infinite; }
@keyframes teBlurIn { 0%{opacity:0;filter:blur(var(--blur,16px))} 26%,80%{opacity:1;filter:blur(0)} 100%{opacity:0;filter:blur(var(--blur,16px))} }
.fx-flipin .te-ch { animation:teFlip var(--dur,3s) ease infinite; animation-delay:calc(var(--i)*var(--stagger,.05s)); }
@keyframes teFlip { 0%{opacity:0;transform:perspective(500px) rotateX(-92deg)} 22%,80%{opacity:1;transform:none} 100%{opacity:0;transform:perspective(500px) rotateX(88deg)} }
.fx-wave .te-ch { animation:teWave var(--dur,2s) ease-in-out infinite; animation-delay:calc(var(--i)*.08s); }
@keyframes teWave { 0%,100%{transform:translateY(0)} 50%{transform:translateY(calc(var(--amp,.32em)*-1))} }
.fx-breath .te-text { animation:teBreath var(--dur,3.2s) ease-in-out infinite; }
@keyframes teBreath { 0%,100%{transform:scale(.96);opacity:.72;letter-spacing:-.01em} 50%{transform:scale(1.04);opacity:1;letter-spacing:.02em} }
.fx-weight .te-text { font-weight:100; animation:teWeight var(--dur,3s) ease-in-out infinite; }
@keyframes teWeight { 0%,100%{font-variation-settings:"wght" 100;font-weight:100} 50%{font-variation-settings:"wght" 900;font-weight:900} }
.fx-thermal .te-text { background:linear-gradient(180deg,var(--c1,#ffd27a),var(--c2,#ff6a3d),var(--c1,#ffd27a));
background-size:100% 220%; -webkit-background-clip:text; background-clip:text; color:transparent;
animation:teThermalG var(--dur,3s) linear infinite, teThermalW calc(var(--dur,3s)/2.5) ease-in-out infinite; }
@keyframes teThermalG { to { background-position:0 220%; } }
@keyframes teThermalW { 0%,100%{transform:skewX(0) translateY(0)} 25%{transform:skewX(1.6deg) translateY(-1px)} 50%{transform:skewX(-1.2deg)} 75%{transform:skewX(1deg) translateY(1px)} }
.fx-neon .te-text { color:var(--c1,#00e5ff); animation:teNeon var(--dur,2s) ease-in-out infinite; }
@keyframes teNeon { 0%,100%{opacity:.9;text-shadow:0 0 .08em #fff,0 0 .35em var(--c1,#00e5ff),0 0 .8em var(--c1,#00e5ff)}
50%{opacity:1;text-shadow:0 0 .12em #fff,0 0 .5em var(--c1,#00e5ff),0 0 1.1em var(--c1,#00e5ff),0 0 2em var(--c1,#00e5ff)} }
.fx-flicker .te-text { color:var(--c1,#ff5cc8); text-shadow:0 0 .1em #fff,0 0 .4em var(--c1,#ff5cc8),0 0 .9em var(--c1,#ff5cc8);
animation:teFlicker var(--dur,4s) linear infinite; }
@keyframes teFlicker { 0%,18%,22%,25%,53%,57%,83%,100%{opacity:1} 20%,24%,55%,85%{opacity:.28} 56%{opacity:.85} }
.fx-typewriter .te-caret { display:inline-block; width:.06em; margin-left:.04em; background:var(--c1,#7c8cff); animation:teCaret 1s steps(1) infinite; }
@keyframes teCaret { 50% { opacity:0; } }
.fx-underline .te-text { position:relative; display:inline-block; }
.fx-underline .te-text::after { content:""; position:absolute; left:0; bottom:-.1em; height:.06em; width:100%;
background:var(--c1,#7c8cff); transform-origin:left; transform:scaleX(0); animation:teUnderline var(--dur,3s) cubic-bezier(.6,0,.2,1) infinite; }
@keyframes teUnderline { 0%{transform:scaleX(0)} 35%,72%{transform:scaleX(1)} 100%{transform:scaleX(0)} }
.fx-outline .te-text { -webkit-text-stroke:var(--thick,2px) var(--c1,#eef0f4); color:transparent; animation:teOutline var(--dur,4s) ease-in-out infinite; }
@keyframes teOutline { 0%,62%{color:transparent} 80%{color:var(--c1,#eef0f4)} 100%{color:transparent} }
.fx-emboss .te-text { color:#20242e; animation:teEmboss var(--dur,4s) ease-in-out infinite; }
@keyframes teEmboss { 0%,100%{text-shadow:-1px -1px 0 #05070b,1px 1px 0 #454c5b} 50%{text-shadow:1px 1px 0 #05070b,-1px -1px 0 #454c5b} }
.fx-glitch .te-text { position:relative; color:#fff; }
.fx-glitch .te-text::before, .fx-glitch .te-text::after { content:attr(data-text); position:absolute; inset:0; width:100%; height:100%; overflow:hidden; }
.fx-glitch .te-text::before { color:#ff0044; clip-path:inset(0 0 55% 0); animation:teGlitchA var(--dur,2s) steps(2,end) infinite; }
.fx-glitch .te-text::after { color:#00e5ff; clip-path:inset(55% 0 0 0); animation:teGlitchB var(--dur,2s) steps(2,end) infinite; }
@keyframes teGlitchA { 0%,100%{transform:translate(0)} 20%{transform:translate(calc(var(--amp,3px)*-1),-1px)} 40%{transform:translate(var(--amp,3px),1px)} 60%{transform:translate(calc(var(--amp,3px)*-.6),0)} 80%{transform:translate(calc(var(--amp,3px)*.6),1px)} }
@keyframes teGlitchB { 0%,100%{transform:translate(0)} 25%{transform:translate(var(--amp,3px),1px)} 45%{transform:translate(calc(var(--amp,3px)*-1),-1px)} 65%{transform:translate(calc(var(--amp,3px)*.5),1px)} 85%{transform:translate(calc(var(--amp,3px)*-.5),-1px)} }
.fx-marker .te-text { display:inline; color:#0a0b0e; padding:.02em .06em;
background:linear-gradient(120deg,var(--c1,#ffe14d),var(--c1,#ffe14d)) no-repeat 0 88%/0% 46%;
animation:teMarker var(--dur,3.4s) cubic-bezier(.7,0,.3,1) infinite; }
@keyframes teMarker { 0%{background-size:0% 46%;color:#6b7180} 30%{background-size:100% 46%;color:#0a0b0e}
78%{background-size:100% 46%;background-position:0 88%;color:#0a0b0e} 100%{background-size:0% 46%;background-position:100% 88%;color:#6b7180} }
/* long shadow's text-shadow is generated in JS (many stacked layers). */<div class="te-toolbar">
<label>Text</label>
<input type="text" class="te-input" value="Typeface">
<label>Font</label> <select class="te-select te-font"></select>
<label>Size</label> <input type="range" class="te-size" min="24" max="140" value="60">
<label>Weight</label> <input type="range" class="te-weight" min="100" max="900" step="100" value="700">
</div>
<div class="te-filters"></div>
<div class="te-list"></div> <!-- rows injected by JS -->
<div class="te-overlay" hidden>
<div class="te-modal">
<div class="te-modal-head">
<span class="te-modal-title">Prompt</span>
<div><button class="te-copy">Copy</button> <button class="te-close">Close</button></div>
</div>
<pre></pre>
</div>
</div>const STATE = { text: "Typeface", font: '"Inter",sans-serif', filter: "All" };
// Each effect: name, cat, cls, mode('whole'|'letters'|'custom'), controls[],
// prompt, code, and optional js(api) -> { update(p), tick(now), destroy() }.
const EFFECTS = [
{ name:"gradient sweep", cat:"Gradient", cls:"fx-gradsweep", mode:"whole",
controls:[color("c1","--c1","Color 1","#7c5cff"), speedVar(4)],
prompt:"Animate a 3-stop linear gradient horizontally across the text via background-clip:text; loop.",
code:"/* see text-effects.css .fx-gradsweep */" },
{ name:"scramble", cat:"Decode", cls:"fx-scramble", mode:"whole", controls:[speedPlain()],
prompt:"Each letter flickers through random glyphs and settles left-to-right into the word, then re-scrambles.",
js(api){
const CH="ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789#%&$@?/*<>".split("");
const wrap=api.wrap, target=STATE.text; let speed=1, t0=null;
const reveal=2200, hold=1500, cyc=reveal+hold;
return { update(p){ speed=p.speed; },
tick(now){ if(t0===null)t0=now; const el=((now-t0)*speed)%cyc; let out="";
for(let i=0;i<target.length;i++){ const ch=target[i];
if(ch===" "){ out+=" "; continue; }
out += (el >= (i+1)/target.length*reveal) ? ch
: CH[Math.floor(el*0.7 + i*97) % CH.length]; }
wrap.textContent=out; } };
} },
{ name:"magnetic cursor", cat:"Interactive", cls:"fx-magnetic", mode:"letters",
controls:[rangePlain("strength",0.3,2,0.05,1), rangePlain("radius",60,220,5,120)],
prompt:"Letters are pushed away from the cursor within a radius; drift gently on their own when idle.",
js(api){
const host=api.host, chars=[...api.wrap.querySelectorAll(".te-ch")];
let mx=null,my=null,last=-1e9,strength=1,radius=120;
const mv=e=>{ const r=host.getBoundingClientRect(); mx=e.clientX-r.left; my=e.clientY-r.top; last=e.timeStamp; };
host.addEventListener("mousemove",mv); host.addEventListener("mouseleave",()=>mx=null);
return { update(p){ strength=p.strength; radius=p.radius; },
tick(now){ const hr=host.getBoundingClientRect(), idle = mx===null || now-last>1200;
chars.forEach((s,i)=>{ const cr=s.getBoundingClientRect();
const cx=cr.left-hr.left+cr.width/2, cy=cr.top-hr.top+cr.height/2; let dx,dy;
if(idle){ const ph=now/700+i*0.5; dx=Math.cos(ph)*6*strength; dy=Math.sin(ph)*6*strength; }
else{ const vx=cx-mx, vy=cy-my, d=Math.hypot(vx,vy)||1, f=Math.max(0,1-d/radius), m=f*40*strength; dx=vx/d*m; dy=vy/d*m; }
s.style.transform=`translate(${dx.toFixed(1)}px,${dy.toFixed(1)}px)`; }); },
destroy(){ host.removeEventListener("mousemove",mv); } };
} },
/* …24 more effects, same shape… */
];
// Build one row: mount preview + JS instance, set CSS-var params, wire Tune.
function mountEffect(row){
const eff=row._eff, host=row._host;
if(row._inst?.destroy) row._inst.destroy();
host.className="te-preview "+eff.cls; host.innerHTML="";
const wrap=buildText(host, eff); // whole | per-letter spans (--i) | custom
if(eff.dataText) wrap.setAttribute("data-text", STATE.text); // glitch copies
row._wrap=wrap;
row._inst = eff.js ? eff.js({host,wrap,row}) : null;
applyRow(row); // set --c1/--dur/--stagger… + inst.update
}
// One shared rAF loop ticks every JS-driven effect; pauses offscreen/hidden.
function loop(now){
raf=requestAnimationFrame(loop);
for(const r of rows){ if(r.classList.contains("te-hidden")) continue;
r._inst?.tick && r._inst.tick(now); }
}- Authored 2026-07-21 from a user-provided prompt (a full-page text-effects showcase). Not part of arlan.me/vault; kept in this library as an original entry. Fonts loaded from Google Fonts.
- Full runnable implementation (all 27 effects, toolbar, filters, Tune/Prompt/Code, shared rAF loop) ships in
previews/text-effects/preview.{html,css,js}.
.claude/skills/design-vault/references/text-effects.mdMotion & Reveal
Blur reveal
Live preview
How it works
A display-only card that cycles through vivid, uniquely-colored panels one at a time — each panel a bold background with a short line of serif text in a contrasting (also unique) color. The signature is a WebGL MASK-REVEAL-BLUR of the whole line at once: render the sentence to an offscreen canvas (wrapped, centered), upload it as a texture, and draw it on a fullscreen quad through a fragment shader driven by uProgress (0=hidden, 1=revealed) and uMaxBlur (~7 texels). In the shader, a soft noise-perturbed diagonal front sweeps across the line as uProgress rises (smoothstep dissolve, not a hard wipe), and each pixel is sampled with a multi-tap blur whose radius = uMaxBlur*(1-reveal) — so the line dissolves in through a cloudy front while un-blurring into focus. Animate uProgress 0→1 fast on enter, hold, then 1→0 out, cross-fade the panel background color, and reveal the next sentence. Loop. Framework-free WebGL (one shader, one quad) + a rAF loop; falls back to a CSS blur/opacity fade if WebGL is unavailable. Reduced-motion shows the line fully resolved.
Code
export interface Panel {
line: string;
bg: string;
fg: string;
}
export const PANELS: Panel[] = [
{ line: "make it obvious", bg: "#0b3d3a", fg: "#f7c948" },
{ line: "then make it fast", bg: "#ff4d4d", fg: "#fff0e6" },
{ line: "sweat the details", bg: "#1b1440", fg: "#a78bfa" },
{ line: "ship it anyway", bg: "#f2e9d8", fg: "#c2410c" },
{ line: "keep it honest", bg: "#0891b2", fg: "#fef9c3" },
{ line: "cut what is dull", bg: "#18181b", fg: "#f472b6" },
];export interface TextTexture {
canvas: HTMLCanvasElement;
cssW: number;
cssH: number;
}
export interface TextOpts {
line: string;
font: string;
fill: string;
cardW: number;
cardH: number;
dpr?: number;
}
export function renderText(o: TextOpts): TextTexture {
const dpr = o.dpr ?? Math.min(window.devicePixelRatio || 1, 2);
const cssW = Math.max(1, Math.round(o.cardW));
const cssH = Math.max(1, Math.round(o.cardH));
const canvas = document.createElement("canvas");
canvas.width = Math.round(cssW * dpr);
canvas.height = Math.round(cssH * dpr);
const ctx = canvas.getContext("2d")!;
ctx.scale(dpr, dpr);
ctx.fillStyle = o.fill;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
const maxW = cssW * 0.86;
let fontSize = Math.min(58, cssW * 0.1);
for (let i = 0; i < 24; i++) {
ctx.font = `500 ${fontSize}px ${o.font}`;
if (ctx.measureText(o.line).width <= maxW || fontSize <= 16) break;
fontSize -= 2;
}
ctx.fillText(o.line, cssW / 2, cssH / 2);
return { canvas, cssW, cssH };
}export const REVEAL_VERT = `
attribute vec2 aPosition;
attribute vec2 aUV;
varying vec2 vUV;
void main(){
vUV = aUV;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`;
export const REVEAL_FRAG = `
precision highp float;
uniform sampler2D uTex;
uniform vec2 uTexel;
uniform float uProgress;
uniform float uMaxBlur;
uniform vec3 uEdge;
uniform float uTime;
uniform float uAspect;
uniform float uSeed;
varying vec2 vUV;
float hash(vec2 p){ return fract(sin(dot(p, vec2(41.3, 289.1))) * 43758.5453); }
float noise(vec2 p){
vec2 i = floor(p), f = fract(p);
f = f*f*(3.0-2.0*f);
float a = hash(i), b = hash(i+vec2(1,0)), c = hash(i+vec2(0,1)), d = hash(i+vec2(1,1));
return mix(mix(a,b,f.x), mix(c,d,f.x), f.y);
}
vec4 blurTex(vec2 uv, float radius){
if (radius < 0.35) return texture2D(uTex, uv);
vec2 r1 = uTexel * radius;
vec2 r2 = uTexel * radius * 2.0;
vec4 sum = texture2D(uTex, uv) * 1.0;
float wsum = 1.0;
for (int i = 0; i < 8; i++){
float a = float(i) * 0.785398;
vec2 dir = vec2(cos(a), sin(a));
sum += texture2D(uTex, uv + dir * r1) * 0.75; wsum += 0.75;
sum += texture2D(uTex, uv + dir * r2) * 0.5; wsum += 0.5;
}
return sum / wsum;
}
float fbm(vec2 p){
float v = 0.0, amp = 0.5;
for (int i = 0; i < 4; i++){
v += amp * noise(p);
p *= 2.03;
amp *= 0.5;
}
return v;
}
void main(){
if (uProgress >= 0.999) { gl_FragColor = texture2D(uTex, vUV); return; }
float p = uProgress * 1.3;
vec2 sd = vec2(uSeed * 1.7, uSeed * -1.3);
vec2 rc = (vUV - 0.5) * vec2(uAspect, 1.0);
rc += vec2(sin(uSeed * 2.3), cos(uSeed * 1.9)) * 0.12;
float radial = length(rc) * 0.9;
vec2 warp = vec2(fbm(vUV * 3.2 + sd + uTime * 0.05 + 11.0),
fbm(vUV * 3.2 - sd - uTime * 0.04 - 7.0)) - 0.5;
float turb = fbm(vUV * 5.5 + warp * 1.7 + sd + uTime * 0.06);
float mask = mix(radial, turb, 0.7);
float reveal = smoothstep(p + 0.34, p - 0.34, mask);
if (reveal <= 0.0) discard;
float blurAmt = smoothstep(p - 0.5, p + 0.34, mask);
vec2 drift = (-rc * 0.010 + vec2(0.0, 0.006)) * blurAmt;
float grow = 1.0 + 0.03 * blurAmt;
vec2 suv = (vUV - 0.5) / grow + 0.5 + drift;
float radius = blurAmt * uMaxBlur;
vec4 tex = blurTex(suv, radius);
float fw = 0.30;
float flare = smoothstep(p - fw, p, mask) * smoothstep(p + fw, p, mask);
flare *= 1.0 - smoothstep(0.8, 1.0, uProgress);
vec4 wide = blurTex(suv, uMaxBlur * 1.3);
float halo = wide.a;
vec3 rgb = tex.rgb;
vec3 glow = mix(uEdge, vec3(1.0), 0.3);
rgb += glow * flare * (tex.a * 0.6 + halo * 0.5);
float alpha = max(tex.a * reveal, halo * flare * 0.5);
gl_FragColor = vec4(rgb, alpha);
}
`;import { REVEAL_VERT, REVEAL_FRAG } from "./reveal-shader";
export class RevealGL {
readonly canvas: HTMLCanvasElement;
private gl: WebGLRenderingContext;
private prog: WebGLProgram;
private quad: WebGLBuffer;
private loc: Record<string, WebGLUniformLocation | null> = {};
private aPos = 0;
private aUV = 0;
private tex: WebGLTexture | null = null;
private texW = 1;
private texH = 1;
private ok = false;
constructor() {
this.canvas = document.createElement("canvas");
Object.assign(this.canvas.style, {
position: "absolute",
inset: "0",
width: "100%",
height: "100%",
display: "block",
});
const gl = this.canvas.getContext("webgl", { alpha: true, premultipliedAlpha: false });
if (!gl) {
this.gl = null as unknown as WebGLRenderingContext;
this.prog = null as unknown as WebGLProgram;
this.quad = null as unknown as WebGLBuffer;
return;
}
this.gl = gl;
this.prog = this.build(REVEAL_VERT, REVEAL_FRAG);
this.aPos = gl.getAttribLocation(this.prog, "aPosition");
this.aUV = gl.getAttribLocation(this.prog, "aUV");
for (const u of ["uTex", "uTexel", "uProgress", "uMaxBlur", "uEdge", "uTime", "uAspect", "uSeed"]) {
this.loc[u] = gl.getUniformLocation(this.prog, u);
}
const data = new Float32Array([
-1, -1, 0, 1,
1, -1, 1, 1,
-1, 1, 0, 0,
1, 1, 1, 0,
]);
this.quad = gl.createBuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
this.ok = true;
}
get available() {
return this.ok;
}
private build(vs: string, fs: string): WebGLProgram {
const gl = this.gl;
const c = (type: number, src: string) => {
const sh = gl.createShader(type)!;
gl.shaderSource(sh, src);
gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(sh) || "shader compile failed");
}
return sh;
};
const p = gl.createProgram()!;
gl.attachShader(p, c(gl.VERTEX_SHADER, vs));
gl.attachShader(p, c(gl.FRAGMENT_SHADER, fs));
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
throw new Error(gl.getProgramInfoLog(p) || "program link failed");
}
return p;
}
setTexture(art: HTMLCanvasElement) {
if (!this.ok) return;
const gl = this.gl;
if (this.tex) gl.deleteTexture(this.tex);
const tex = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, art);
this.tex = tex;
this.texW = art.width;
this.texH = art.height;
}
resize(w: number, h: number, dpr: number) {
this.canvas.width = Math.max(1, Math.round(w * dpr));
this.canvas.height = Math.max(1, Math.round(h * dpr));
if (this.ok) this.gl.viewport(0, 0, this.canvas.width, this.canvas.height);
}
draw(
progress: number,
maxBlur: number,
edge: [number, number, number],
time: number,
aspect: number,
seed: number,
) {
if (!this.ok || !this.tex) return;
const gl = this.gl;
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(this.prog);
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
gl.enableVertexAttribArray(this.aPos);
gl.vertexAttribPointer(this.aPos, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(this.aUV);
gl.vertexAttribPointer(this.aUV, 2, gl.FLOAT, false, 16, 8);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.tex);
gl.uniform1i(this.loc.uTex, 0);
gl.uniform2f(this.loc.uTexel, 1 / this.texW, 1 / this.texH);
gl.uniform1f(this.loc.uProgress, progress);
gl.uniform1f(this.loc.uMaxBlur, maxBlur);
gl.uniform3f(this.loc.uEdge, edge[0], edge[1], edge[2]);
gl.uniform1f(this.loc.uTime, time);
gl.uniform1f(this.loc.uAspect, aspect);
gl.uniform1f(this.loc.uSeed, seed);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
destroy() {
if (!this.ok) return;
const gl = this.gl;
if (this.tex) gl.deleteTexture(this.tex);
gl.getExtension("WEBGL_lose_context")?.loseContext();
}
}import { PANELS } from "./panels";
import { RevealGL } from "./gl";
import { renderText } from "./text-texture";
const HOLD_MS = 900;
const OUT_HOLD_MS = 40;
const BG_MS = 320;
const MAX_BLUR = 18;
const K_IN = 42;
const K_OUT = 60;
const DAMP = 1.0;
const REVEALED_AT = 0.992;
const GONE_AT = 0.02;
function resolveFamily(cssFamily: string): string {
const probe = document.createElement("span");
probe.style.cssText = "position:absolute;visibility:hidden";
probe.style.fontFamily = cssFamily;
probe.textContent = "Ag";
document.body.appendChild(probe);
const fam = getComputedStyle(probe).fontFamily || "serif";
document.body.removeChild(probe);
return fam;
}
function springStep(
pos: number,
vel: number,
target: number,
k: number,
damp: number,
dt: number,
): [number, number] {
const c = 2 * Math.sqrt(k) * damp;
const accel = -k * (pos - target) - c * vel;
const v = vel + accel * dt;
const x = pos + v * dt;
return [x, v];
}
function hexToRgb(hex: string): [number, number, number] {
let h = hex.replace("#", "");
if (h.length === 3) h = h.split("").map((c) => c + c).join("");
const n = parseInt(h, 16);
return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
}
export class BlurReveal {
private host: HTMLElement;
private stage: HTMLDivElement;
private gl: RevealGL | null = null;
private useGL = false;
private fallback: HTMLDivElement | null = null;
private fontFamily = "serif";
private index = 0;
private W = 1;
private H = 1;
private dpr = 1;
private raf = 0;
private running = false;
private disposed = false;
private now = 0;
private last = 0;
private clock = 0;
private phase: "in" | "hold" | "out" = "in";
private phaseStart = 0;
private progress = 0;
private vel = 0;
private target = 1;
private edge: [number, number, number] = [1, 1, 1];
private seed = Math.random() * 100;
private ro?: ResizeObserver;
constructor(host: HTMLElement) {
this.host = host;
this.dpr = Math.min(window.devicePixelRatio || 1, 2);
this.measure();
const stage = document.createElement("div");
Object.assign(stage.style, {
position: "absolute",
inset: "0",
background: PANELS[0].bg,
transition: `background-color ${BG_MS}ms ease`,
overflow: "hidden",
fontFamily: "var(--font-neue-corp), system-ui, sans-serif",
});
host.appendChild(stage);
this.stage = stage;
this.fontFamily = resolveFamily("var(--font-neue-corp), system-ui, sans-serif");
const gl = new RevealGL();
if (gl.available) {
this.gl = gl;
this.useGL = true;
gl.resize(this.W, this.H, this.dpr);
stage.appendChild(gl.canvas);
}
this.ro = new ResizeObserver(() => this.onResize());
this.ro.observe(host);
}
private measure() {
this.W = this.host.clientWidth || 1;
this.H = this.host.clientHeight || 1;
}
private onResize() {
this.measure();
if (this.W < 2 || this.H < 2) return;
this.gl?.resize(this.W, this.H, this.dpr);
this.mountPanel(this.index);
}
refreshFont() {
this.fontFamily = resolveFamily("var(--font-neue-corp), system-ui, sans-serif");
this.mountPanel(this.index);
}
private mountPanel(i: number) {
const p = PANELS[i];
this.stage.style.background = p.bg;
this.edge = hexToRgb(p.fg);
if (this.useGL && this.gl) {
const t = renderText({
line: p.line,
font: this.fontFamily,
fill: p.fg,
cardW: this.W,
cardH: this.H,
dpr: this.dpr,
});
this.gl.setTexture(t.canvas);
} else {
this.mountFallback(p.line, p.fg);
}
}
private mountFallback(line: string, fg: string) {
if (!this.fallback) {
const el = document.createElement("div");
Object.assign(el.style, {
position: "absolute",
inset: "0",
display: "flex",
alignItems: "center",
justifyContent: "center",
padding: "8% 10%",
fontStyle: "italic",
fontWeight: "500",
fontSize: "clamp(1.9rem, 7vw, 4rem)",
textAlign: "center",
transition: "opacity 300ms ease, filter 300ms ease",
});
this.stage.appendChild(el);
this.fallback = el;
}
this.fallback.textContent = line;
this.fallback.style.color = fg;
}
start() {
if (this.running || this.disposed) return;
this.running = true;
this.mountPanel(this.index);
this.phase = "in";
this.phaseStart = performance.now();
this.last = this.phaseStart;
this.progress = 0;
this.vel = 0;
this.target = 1;
this.raf = requestAnimationFrame(this.loop);
}
stop() {
this.running = false;
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = 0;
}
private loop = () => {
if (!this.running) return;
this.now = performance.now();
const dt = Math.min(0.05, Math.max(0.001, (this.now - this.last) / 1000));
this.last = this.now;
this.clock += dt;
const k = this.target > 0.5 ? K_IN : K_OUT;
[this.progress, this.vel] = springStep(this.progress, this.vel, this.target, k, DAMP, dt);
if (this.phase === "in") {
if (this.progress >= REVEALED_AT) {
this.phase = "hold";
this.phaseStart = this.now;
}
} else if (this.phase === "hold") {
if (this.now - this.phaseStart >= HOLD_MS) {
this.phase = "out";
this.phaseStart = this.now;
this.target = 0;
}
} else {
if (this.progress <= GONE_AT && this.now - this.phaseStart >= OUT_HOLD_MS) {
this.index = (this.index + 1) % PANELS.length;
this.seed = Math.random() * 100;
this.mountPanel(this.index);
this.phase = "in";
this.phaseStart = this.now;
this.progress = 0;
this.vel = 0;
this.target = 1;
}
}
const clampP = Math.max(0, Math.min(1, this.progress));
if (this.useGL && this.gl) {
this.gl.draw(clampP, MAX_BLUR, this.edge, this.clock, this.W / Math.max(1, this.H), this.seed);
} else if (this.fallback) {
this.fallback.style.opacity = String(clampP);
this.fallback.style.filter = `blur(${(1 - clampP) * 10}px)`;
}
this.raf = requestAnimationFrame(this.loop);
};
renderStill() {
this.measure();
this.gl?.resize(this.W, this.H, this.dpr);
this.mountPanel(this.index);
this.progress = 1;
if (this.useGL && this.gl) this.gl.draw(1, 0, this.edge, 0, this.W / Math.max(1, this.H), this.seed);
else if (this.fallback) { this.fallback.style.opacity = "1"; this.fallback.style.filter = "none"; }
}
destroy() {
this.disposed = true;
this.stop();
this.ro?.disconnect();
this.gl?.destroy();
this.stage.parentNode?.removeChild(this.stage);
}
}- Source: user-copied "Copy prompt" from arlan (arlan.me), received 2026-07-19; not yet listed on arlan.me/vault or its sitemap at that date.
.claude/skills/design-vault/references/blur-reveal.mdMotion & Reveal
Ghosty reveal
Live preview
How it works
I love it when photos do not just fade in. The good ones bleed in through a soft, cloudy edge, like the image is forming out of fog. It looks expensive and hard to build. It is neither. The whole trick is a mask. A tall, feathered gradient is laid over the image, several times taller than the box, and you slide it across with mask-position. Because the edge of the mask is soft and a little cloudy, the image appears through a feathered front instead of a hard line. That is the ghost. Below is the real thing on live images, with controls for how soft the bleed is, which way it travels, the duration and the easing. You can grab the component and the mask and drop them into anything.
Code
"use client";
import {
useEffect,
useRef,
useState,
type CSSProperties,
type ReactNode,
} from "react";
/**
* GhostReveal — a soft "ghostly" image/element reveal.
*
* The trick: a tall, feathered alpha mask is laid over the element at
* `mask-size: 100% <scale>%` (the mask is
* several times taller than the box). Animating `mask-position` from one end to
* the other slides that soft gradient across the element, so the content bleeds
* in through a cloudy, feathered edge instead of a hard wipe — the ghost look.
*
* Direction just rotates which mask edge leads. Scroll-triggered by default via
* IntersectionObserver; pass `play` to drive it yourself. Honors reduced motion.
*/
export type GhostDirection = "up" | "down" | "left" | "right";
export interface GhostRevealProps {
children: ReactNode;
/** Mask image — a soft feathered PNG with a VERTICAL ramp (for up/down). */
maskSrc: string;
/** Optional HORIZONTAL-ramp version of the mask, used for left/right so the
* feather runs along the wipe. Falls back to maskSrc if omitted (then
* left/right reveal without a horizontal feather). */
maskSrcH?: string;
/** How many times taller/wider than the box the mask is. Bigger = slower,
* softer bleed. Maps to `mask-size`. Default 500 (i.e. 500%). */
scale?: number;
/** Reveal duration in ms. Default 1000. */
duration?: number;
/** CSS easing. Default a gliding ease-out. */
easing?: string;
/** Which way the soft edge travels. Default "up" (rises from the bottom). */
direction?: GhostDirection;
/** Controlled trigger. When omitted, reveals on scroll-into-view (once). */
play?: boolean;
/** Visible fraction before the scroll trigger fires (0..1). Default 0.2. */
threshold?: number;
/** Fires when the mask finishes animating OUT (fully hidden). Lets a driver
* swap the child image exactly when nothing is visible, so a new image can
* never flash in over the old one mid-transition. */
onHidden?: () => void;
className?: string;
style?: CSSProperties;
}
// The reveal is a soft gradient mask that slides across the box. The PNG asset
// is a vertical feather (good for up/down); for left/right we use a CSS gradient
// oriented horizontally so the feather runs along the wipe — NO element rotation
// (rotating a non-square box clips it). Each direction defines the mask image,
// its over-sized dimension, and the from/to positions for hidden→revealed.
function axisFor(
dir: GhostDirection,
maskSrc: string,
maskSrcH: string,
scale: number,
) {
const pct = `${scale}%`;
// Up/down use the vertical-ramp PNG (tall mask, sweeps along Y). Left/right use
// the horizontal-ramp PNG (wide mask, sweeps along X). Both are REAL feathered
// images and no element is rotated, so the feather is correct and nothing clips.
switch (dir) {
case "up": // feather rises from the bottom
return { image: `url(${maskSrc})`, size: `100% ${pct}`, from: "0% 0%", to: "0% 100%" };
case "down": // feather descends from the top
return { image: `url(${maskSrc})`, size: `100% ${pct}`, from: "0% 100%", to: "0% 0%" };
case "left": // feather sweeps in horizontally
return { image: `url(${maskSrcH})`, size: `${pct} 100%`, from: "0% 0%", to: "100% 0%" };
case "right":
return { image: `url(${maskSrcH})`, size: `${pct} 100%`, from: "100% 0%", to: "0% 0%" };
}
}
export function GhostReveal({
children,
maskSrc,
maskSrcH,
scale = 500,
duration = 1000,
easing = "cubic-bezier(0.16, 1, 0.3, 1)",
direction = "up",
play,
threshold = 0.2,
onHidden,
className = "",
style,
}: GhostRevealProps) {
const ref = useRef<HTMLDivElement>(null);
const controlled = play !== undefined;
const [shown, setShown] = useState(false);
// Scroll trigger (uncontrolled mode). Fires once when the element scrolls in.
useEffect(() => {
if (controlled) return;
const el = ref.current;
if (!el) return;
if (typeof IntersectionObserver === "undefined") {
setShown(true);
return;
}
const io = new IntersectionObserver(
(entries) => {
for (const e of entries) {
if (e.isIntersecting) {
setShown(true);
io.disconnect();
}
}
},
{ threshold },
);
io.observe(el);
return () => io.disconnect();
}, [controlled, threshold]);
const open = controlled ? play! : shown;
const { image, size, from, to } = axisFor(
direction,
maskSrc,
maskSrcH ?? maskSrc,
scale,
);
// Fire onHidden when the mask-position transition completes while hidden, so a
// driver swaps the image only after it's fully masked out (never a flash of
// the next image over the old one). Keep the latest `open`/`onHidden` in refs
// so the listener stays attached without re-binding each render.
const openRef = useRef(open);
openRef.current = open;
const onHiddenRef = useRef(onHidden);
onHiddenRef.current = onHidden;
useEffect(() => {
const el = ref.current;
if (!el) return;
const handle = (e: TransitionEvent) => {
if (e.target !== el) return;
if (e.propertyName !== "mask-position" && e.propertyName !== "-webkit-mask-position")
return;
if (!openRef.current) onHiddenRef.current?.();
};
el.addEventListener("transitionend", handle);
return () => el.removeEventListener("transitionend", handle);
}, []);
const reduce =
typeof window !== "undefined" &&
window.matchMedia?.("(prefers-reduced-motion: reduce)").matches;
const maskStyle: CSSProperties = reduce
? { opacity: open ? 1 : 0, transition: `opacity 0.3s ${easing}` }
: {
WebkitMaskImage: image,
maskImage: image,
WebkitMaskSize: size,
maskSize: size,
WebkitMaskRepeat: "no-repeat",
maskRepeat: "no-repeat",
WebkitMaskPosition: open ? to : from,
maskPosition: open ? to : from,
transition: `-webkit-mask-position ${duration}ms ${easing}, mask-position ${duration}ms ${easing}`,
};
return (
<div ref={ref} className={className} style={{ ...maskStyle, ...style }}>
{children}
</div>
);
}- Company: Personal
- Date: Jun 29, 2026
- Tags: CSS, Mask, Reveal
.claude/skills/design-vault/references/ghosty-reveal.mdMedia & Canvas
Symbols effect
Live preview
How it works
Drop in an image or a video and it gets cut into four brightness bands. Each band is stamped with a tiny symbol, tinted with its own colour, so the picture is rebuilt out of little marks. It all runs on the GPU, so video plays through it live. The symbols, the colours and where the bands split are yours to change. When it looks right you can save a still as a PNG or record the whole thing as a video. It runs entirely in the browser, nothing gets uploaded, and you can grab the code below and drop the renderer into your own project.
Code
// Symbols effect shader — authored from first principles. A photo or video frame is
// pixelated into a grid of cells; each cell's luminance is bucketed into one of four
// brightness bands; and that band's symbol glyph (tiled once per cell) is stamped,
// tinted with the band's colour over a white ground. The result is a halftone built
// out of little marks.
export const SANDBOX_VERT = /* glsl */ `
precision highp float;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
export const SANDBOX_FRAG = /* glsl */ `
precision highp float;
varying vec2 vUv;
uniform sampler2D src;
uniform vec2 resolution;
uniform vec2 srcScale; // cover-crop of the source (<=1 on the cropped axis)
uniform float zoom; // user zoom: >1 scales the source up, <1 shrinks it
uniform vec3 bgColor; // colour shown around a shrunk source (the background)
uniform float cell; // pixel cell size (px)
uniform vec3 bandColor[4]; // current colour per brightness band (the "to" preset)
uniform vec3 bandColorB[4]; // previous colour per band (the "from" preset)
uniform float bandLo[4]; // band lower bound (inclusive)
uniform float bandHi[4]; // band upper bound (inclusive)
uniform sampler2D glyph[4]; // current symbol per band
uniform sampler2D glyphB[4]; // previous symbol per band
uniform float morphT; // 0 = fully previous, 1 = fully current (crossfade)
float lum(vec3 c) { return dot(c, vec3(0.2126, 0.7152, 0.0722)); }
// map a full-frame uv into the COVER-cropped + user-zoomed source (centred). zoom
// >1 magnifies; zoom <1 shrinks the source so background shows around it.
vec2 cover(vec2 uv) {
return (uv - 0.5) * srcScale / zoom + 0.5;
}
// snap a uv to the centre of its cell, so a whole cell reads one source colour
vec2 cellUV(vec2 step) {
return floor(vUv / step) * step + step * 0.5;
}
vec4 sampleGlyph(int i, vec2 uv) {
if (i == 0) return texture2D(glyph[0], uv);
if (i == 1) return texture2D(glyph[1], uv);
if (i == 2) return texture2D(glyph[2], uv);
return texture2D(glyph[3], uv);
}
vec4 sampleGlyphB(int i, vec2 uv) {
if (i == 0) return texture2D(glyphB[0], uv);
if (i == 1) return texture2D(glyphB[1], uv);
if (i == 2) return texture2D(glyphB[2], uv);
return texture2D(glyphB[3], uv);
}
void main() {
vec3 paper = vec3(1.0);
vec2 step = vec2(cell) / resolution;
// sample the source at this cell's centre. If the sample falls outside the source
// — including a 1px inset to avoid the clamped edge column that smears into a thin
// line, and the area around a shrunk/zoomed source — fill with the background
// colour instead of black, so a scaled-down video sits on a clean ground.
vec2 suv = cover(cellUV(step));
vec2 inset = 1.0 / resolution;
if (suv.x < inset.x || suv.x > 1.0 - inset.x ||
suv.y < inset.y || suv.y > 1.0 - inset.y) {
gl_FragColor = vec4(bgColor, 1.0);
return;
}
float l = lum(texture2D(src, suv).rgb);
gl_FragColor = vec4(paper, 1.0);
for (int i = 0; i < 4; i++) {
if (l >= bandLo[i] && l <= bandHi[i]) {
vec2 gUv = mod(vUv / step, vec2(1.0)); // glyph repeats once per cell
// crossfade the glyph alpha AND the band colour from the previous preset
// (B) to the current one, by morphT — so a remix dissolves smoothly.
vec4 gA = sampleGlyph(i, gUv);
vec4 gB = sampleGlyphB(i, gUv);
float a = mix(gB.a, gA.a, morphT);
vec3 gcol = mix(gB.rgb, gA.rgb, morphT);
vec3 col = mix(bandColorB[i], bandColor[i], morphT);
vec3 sym = mix(paper, gcol, a); // glyph over paper
float k = smoothstep(0.0, 1.0, lum(sym));
gl_FragColor = vec4(mix(col, paper, k), 1.0);
}
}
}
`;// A small set of geometric symbol glyphs, drawn from scratch as 2D-canvas paths on
// a 32x32 grid. Used by the "symbols" effect: each brightness band stamps one of
// these tiled across the image, tinted with the band's colour. Authored here (not
// imported) so the set is fully self-contained and easy to extend.
export type GlyphDraw = (ctx: CanvasRenderingContext2D, s: number) => void;
const C = 16; // centre of the 32 grid (scaled to `s` at draw time)
// Each glyph is a function that paints a black shape on a transparent square. The
// caller scales the context so coordinates are in the 0..32 design space.
export const GLYPHS: { name: string; draw: GlyphDraw }[] = [
{ name: "empty", draw: () => {} },
{
name: "dot",
draw: (ctx) => {
ctx.beginPath();
ctx.arc(C, C, 5, 0, Math.PI * 2);
ctx.fill();
},
},
{
name: "ring",
draw: (ctx) => {
ctx.beginPath();
ctx.arc(C, C, 9, 0, Math.PI * 2);
ctx.arc(C, C, 5.5, 0, Math.PI * 2, true);
ctx.fill("evenodd");
},
},
{
name: "square",
draw: (ctx) => {
ctx.fillRect(C - 7, C - 7, 14, 14);
},
},
{
name: "frame",
draw: (ctx) => {
ctx.beginPath();
ctx.rect(C - 9, C - 9, 18, 18);
ctx.rect(C - 5, C - 5, 10, 10);
ctx.fill("evenodd");
},
},
{
name: "diagonal",
draw: (ctx) => {
ctx.lineWidth = 5;
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(6, 26);
ctx.lineTo(26, 6);
ctx.stroke();
},
},
{
name: "cross",
draw: (ctx) => {
ctx.lineWidth = 5;
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(7, 7);
ctx.lineTo(25, 25);
ctx.moveTo(25, 7);
ctx.lineTo(7, 25);
ctx.stroke();
},
},
{
name: "plus",
draw: (ctx) => {
ctx.fillRect(C - 2.5, 5, 5, 22);
ctx.fillRect(5, C - 2.5, 22, 5);
},
},
{
name: "chevron",
draw: (ctx) => {
ctx.lineWidth = 5;
ctx.lineJoin = "round";
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(8, 10);
ctx.lineTo(C, 22);
ctx.lineTo(24, 10);
ctx.stroke();
},
},
{
name: "triangle",
draw: (ctx) => {
ctx.beginPath();
ctx.moveTo(C, 6);
ctx.lineTo(26, 25);
ctx.lineTo(6, 25);
ctx.closePath();
ctx.fill();
},
},
{
name: "diamond",
draw: (ctx) => {
ctx.beginPath();
ctx.moveTo(C, 5);
ctx.lineTo(27, C);
ctx.lineTo(C, 27);
ctx.lineTo(5, C);
ctx.closePath();
ctx.fill();
},
},
{
name: "bars",
draw: (ctx) => {
ctx.fillRect(7, 6, 4, 20);
ctx.fillRect(14, 6, 4, 20);
ctx.fillRect(21, 6, 4, 20);
},
},
{
name: "hexagon",
draw: (ctx) => {
ctx.beginPath();
for (let i = 0; i < 6; i++) {
const a = (Math.PI / 3) * i - Math.PI / 6;
const x = C + Math.cos(a) * 11;
const y = C + Math.sin(a) * 11;
i === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y);
}
ctx.closePath();
ctx.fill();
},
},
{
name: "star",
draw: (ctx) => {
ctx.beginPath();
for (let i = 0; i < 10; i++) {
const r = i % 2 === 0 ? 12 : 5;
const a = (Math.PI / 5) * i - Math.PI / 2;
const x = C + Math.cos(a) * r;
const y = C + Math.sin(a) * r;
i === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y);
}
ctx.closePath();
ctx.fill();
},
},
{
name: "heart",
draw: (ctx) => {
ctx.beginPath();
ctx.moveTo(16, 26);
ctx.bezierCurveTo(2, 16, 6, 6, 16, 12);
ctx.bezierCurveTo(26, 6, 30, 16, 16, 26);
ctx.closePath();
ctx.fill();
},
},
{
name: "drop",
draw: (ctx) => {
ctx.beginPath();
ctx.moveTo(16, 5);
ctx.bezierCurveTo(24, 15, 26, 20, 16, 27);
ctx.bezierCurveTo(6, 20, 8, 15, 16, 5);
ctx.closePath();
ctx.fill();
},
},
{
name: "flower",
draw: (ctx) => {
for (let i = 0; i < 6; i++) {
const a = (Math.PI / 3) * i;
ctx.beginPath();
ctx.ellipse(C + Math.cos(a) * 7, C + Math.sin(a) * 7, 4.5, 4.5, 0, 0, Math.PI * 2);
ctx.fill();
}
},
},
{
name: "asterisk",
draw: (ctx) => {
ctx.lineWidth = 4;
ctx.lineCap = "round";
for (let i = 0; i < 3; i++) {
const a = (Math.PI / 3) * i;
ctx.beginPath();
ctx.moveTo(C - Math.cos(a) * 11, C - Math.sin(a) * 11);
ctx.lineTo(C + Math.cos(a) * 11, C + Math.sin(a) * 11);
ctx.stroke();
}
},
},
{
name: "spark",
draw: (ctx) => {
ctx.beginPath();
const pts = [
[16, 3], [19, 13], [29, 16], [19, 19],
[16, 29], [13, 19], [3, 16], [13, 13],
];
pts.forEach(([x, y], i) => (i === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y)));
ctx.closePath();
ctx.fill();
},
},
{
name: "pentagon",
draw: (ctx) => {
ctx.beginPath();
for (let i = 0; i < 5; i++) {
const a = (Math.PI * 2 / 5) * i - Math.PI / 2;
const x = C + Math.cos(a) * 11;
const y = C + Math.sin(a) * 11;
i === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y);
}
ctx.closePath();
ctx.fill();
},
},
{
name: "donut",
draw: (ctx) => {
ctx.beginPath();
ctx.arc(C, C, 11, 0, Math.PI * 2);
ctx.arc(C, C, 4, 0, Math.PI * 2, true);
ctx.fill("evenodd");
},
},
{
name: "halfmoon",
draw: (ctx) => {
ctx.beginPath();
ctx.arc(C, C, 11, 0, Math.PI * 2);
ctx.arc(C + 6, C - 3, 10, 0, Math.PI * 2, true);
ctx.fill("evenodd");
},
},
{
name: "arrow",
draw: (ctx) => {
ctx.lineWidth = 4;
ctx.lineJoin = "round";
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(7, 16);
ctx.lineTo(23, 16);
ctx.moveTo(16, 9);
ctx.lineTo(23, 16);
ctx.lineTo(16, 23);
ctx.stroke();
},
},
{
name: "wave",
draw: (ctx) => {
ctx.lineWidth = 4;
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(5, 16);
ctx.quadraticCurveTo(11, 7, 16, 16);
ctx.quadraticCurveTo(21, 25, 27, 16);
ctx.stroke();
},
},
];
// Render a glyph to an offscreen canvas (black shape, transparent ground) so it can
// become a repeating texture.
export function glyphCanvas(index: number, size = 64): HTMLCanvasElement {
const c = document.createElement("canvas");
c.width = c.height = size;
const ctx = c.getContext("2d")!;
ctx.clearRect(0, 0, size, size);
const g = GLYPHS[index];
if (g) {
const scale = size / 32;
ctx.save();
ctx.scale(scale, scale);
ctx.fillStyle = "#000";
ctx.strokeStyle = "#000";
g.draw(ctx, 32);
ctx.restore();
}
return c;
}// A minimal, self-contained version of the Symbols effect renderer — the core idea
// with none of the playground machinery (no preset pool, preloading, remix
// crossfade, or recording). This is what's shown in the Code tabs so the effect
// reads clearly; the live playground uses a fuller version of the same shader.
//
// Build a full-frame quad, sample the source per cell, bucket its luminance into a
// band, and stamp that band's glyph tinted with its colour over white paper.
import * as THREE from "three";
import { SANDBOX_VERT, SANDBOX_FRAG } from "../shaders";
import { glyphCanvas } from "../glyphs";
export interface SymbolsParams {
cell: number; // pixel cell size
bandColors: string[]; // 4 hex colours, dark band → light band
bandStops: number[]; // 5 stops → 4 luminance bands
bandGlyphs: number[]; // 4 glyph indices (0 = empty)
zoom?: number; // source zoom (1 = fill)
bg?: string; // background colour around a shrunk source
}
export class SymbolsEffect {
private renderer: THREE.WebGLRenderer;
private scene = new THREE.Scene();
private camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
private uniforms: Record<string, { value: unknown }>;
private canvas: HTMLCanvasElement;
private srcAspect = 1;
private video: HTMLVideoElement | null = null;
private raf = 0;
private reqCell: number; // requested cell size (CSS px @ the 600px ref width)
constructor(canvas: HTMLCanvasElement, p: SymbolsParams) {
this.canvas = canvas;
this.reqCell = p.cell;
this.renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
this.renderer.setPixelRatio(Math.min(2, window.devicePixelRatio || 1));
this.renderer.setClearColor(new THREE.Color(p.bg ?? "#ffffff"), 1);
const glyph = (i: number) => {
const t = new THREE.CanvasTexture(glyphCanvas(i));
t.wrapS = t.wrapT = THREE.RepeatWrapping;
return t;
};
const col = p.bandColors.map((h) => new THREE.Color(h));
this.uniforms = {
src: { value: new THREE.Texture() },
resolution: { value: new THREE.Vector2(1, 1) },
srcScale: { value: new THREE.Vector2(1, 1) },
zoom: { value: p.zoom ?? 1 },
bgColor: { value: new THREE.Color(p.bg ?? "#ffffff") },
cell: { value: p.cell },
bandColor: { value: col },
bandColorB: { value: col.map((c) => c.clone()) },
bandLo: { value: [p.bandStops[0], p.bandStops[1], p.bandStops[2], p.bandStops[3]] },
bandHi: { value: [p.bandStops[1], p.bandStops[2], p.bandStops[3], p.bandStops[4]] },
glyph: { value: p.bandGlyphs.map(glyph) },
glyphB: { value: p.bandGlyphs.map(glyph) },
morphT: { value: 1 },
};
const mat = new THREE.ShaderMaterial({
vertexShader: SANDBOX_VERT,
fragmentShader: SANDBOX_FRAG,
uniforms: this.uniforms,
});
this.scene.add(new THREE.Mesh(new THREE.PlaneGeometry(2, 2), mat));
this.resize();
}
// COVER fit: the quad always fills the frame; we crop the SOURCE sampling instead
// (a uv scale) so there are never black bars.
private fit() {
const r = this.canvas.getBoundingClientRect();
const ca = r.width / Math.max(1, r.height);
let ux = 1;
let uy = 1;
if (this.srcAspect > ca) ux = ca / this.srcAspect;
else uy = this.srcAspect / ca;
(this.uniforms.srcScale.value as THREE.Vector2).set(ux, uy);
}
resize = () => {
const r = this.canvas.getBoundingClientRect();
const w = Math.max(1, r.width);
const h = Math.max(1, r.height);
this.renderer.setSize(w, h, false);
(this.uniforms.resolution.value as THREE.Vector2).set(w, h);
// scale the cell with the card width (ref 600px) so a narrow mobile card keeps
// roughly the same cell density as a wide desktop one, not chunkier cells.
this.uniforms.cell.value = Math.max(2, this.reqCell * (w / 600));
this.fit();
this.render();
};
render = () => this.renderer.render(this.scene, this.camera);
setImage(url: string) {
new THREE.TextureLoader().load(url, (tex) => {
tex.colorSpace = THREE.SRGBColorSpace;
this.uniforms.src.value = tex;
this.srcAspect = tex.image.width / tex.image.height;
this.video = null;
this.fit();
this.render();
});
}
setVideo(url: string) {
const v = document.createElement("video");
v.src = url;
v.loop = v.muted = v.playsInline = true;
const tex = new THREE.VideoTexture(v);
tex.colorSpace = THREE.SRGBColorSpace;
v.addEventListener("loadeddata", () => {
this.uniforms.src.value = tex;
this.srcAspect = v.videoWidth / v.videoHeight || 1;
this.video = v;
this.fit();
v.play();
this.loop();
});
v.load();
}
private loop = () => {
if (!this.video) return;
this.render();
this.raf = requestAnimationFrame(this.loop);
};
dispose() {
cancelAnimationFrame(this.raf);
this.video?.pause();
this.renderer.dispose();
}
}- Company: Personal
- Date: Jun 28, 2026
- Tags: WebGL, Halftone, Shaders
.claude/skills/design-vault/references/sandbox.mdMedia & Canvas
Stylized pixelation
Live preview
How it works
Loved this chunky pixelated look where a photo turns into big two-color blocks. The nice part is the blocks are a little soft on the corners, so it reads as a style, not a broken image. It runs live in the browser on your own photo or your camera. The image is crushed into two colors, cut into square blocks, softened, then crushed again so the blocks keep those rounded edges. Below you can change the block size, the smoothing, and the two colors, or hit Remix for a fresh pair.
Code
// The editable pixelation parameters + presets. Always DUOTONE: the image is crushed
// to two colours (dark shapes on a light ground). The first preset is the EXACT
// decoded default (pixel 20, smoothing 4, threshold 128/255) as near-black on white;
// the others are unique two-colour duotones across the same knobs. One source of truth
// for the display card and the playground.
export type PixelateParams = {
pixel: number; // mosaic cell size in px
smooth: number; // box-blur radius in px (edge smoothing)
thresh: number; // threshold cutoff 0..1 (128/255 = 0.502)
invert: boolean; // swap which colour is the shapes vs the ground
offset: number; // offset-multiply strength 0..1 (printed edge)
colorA: string; // dark shapes
colorB: string; // light ground
};
export const DEFAULTS: PixelateParams = {
pixel: 20,
smooth: 4,
thresh: 0.58,
invert: false,
offset: 0.35,
colorA: "#141414",
colorB: "#fcfcfc",
};
export type Preset = { id: string; name: string; params: PixelateParams };
// Each preset is a distinct duotone: a vivid, unique pair (ink + ground). Spread
// across the wheel so cycling Remix never repeats a look.
export const PRESETS: Preset[] = [
{ id: "classic", name: "Ink on paper", params: { ...DEFAULTS } },
{
id: "blue",
name: "Blueprint",
params: { ...DEFAULTS, colorA: "#0b1f5c", colorB: "#eaf0ff", pixel: 22, smooth: 5 },
},
{
id: "red",
name: "Risograph red",
params: { ...DEFAULTS, colorA: "#e02424", colorB: "#fff1e8", pixel: 18, smooth: 3 },
},
{
id: "green",
name: "Forest",
params: { ...DEFAULTS, colorA: "#0f3d2e", colorB: "#e8f6ec", pixel: 26, smooth: 6 },
},
{
id: "violet",
name: "Grape",
params: { ...DEFAULTS, colorA: "#3b1f6e", colorB: "#f3ecff", pixel: 16, smooth: 3 },
},
{
id: "amber",
name: "Amber",
params: { ...DEFAULTS, colorA: "#7a3b00", colorB: "#fff4d6", pixel: 30, smooth: 7 },
},
{
id: "teal",
name: "Teal",
params: { ...DEFAULTS, colorA: "#043b45", colorB: "#e0fbff", pixel: 20, smooth: 4 },
},
{
id: "night",
name: "Night",
params: { ...DEFAULTS, colorA: "#e8e2ff", colorB: "#151228", invert: false, pixel: 22, smooth: 5 },
},
];
export function defaultParams(): PixelateParams {
return { ...DEFAULTS };
}// Stylized pixelation shader. A faithful real-time port of the effect: an image is
// crushed to hard black & white, chopped into big square blocks, softened, then
// re-crushed so the blocks get soft-cornered "stylized" edges, with a subtle offset
// multiply underneath for a printed feel. The recipe (decoded from the source
// action):
// 1. Threshold at 0.5 (midpoint) -> pure 1-bit black/white
// 2. Mosaic, cell = pixelSize -> blocky
// 3. Box Blur, radius = smoothing -> soften the block edges
// 4. Threshold again -> snap back to 1-bit, now soft-cornered
// 5. Offset multiply (1px) -> a faint printed/embossed edge
// In colour mode we skip the two thresholds and just mosaic + soften the colour.
export const PIX_VERT = `
attribute vec2 aPosition;
attribute vec2 aUV;
varying vec2 vUV;
void main() {
vUV = aUV;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`;
export const PIX_FRAG = `
precision highp float;
varying vec2 vUV;
uniform sampler2D uTex; // source image / video / camera frame
uniform vec2 uRes; // canvas resolution in px
uniform vec2 uSrc; // source texture size in px (for cover-fit)
uniform float uPixel; // mosaic cell size in px
uniform float uSmooth; // box-blur radius in px (smoothing)
uniform float uThreshLvl; // threshold cutoff 0..1 (128/255 = 0.5 by default)
uniform float uInvert; // 1 = swap dark/light
uniform float uOffset; // offset-multiply strength (printed edge), 0..1
uniform vec3 uColorA; // duotone: maps to the DARK shapes
uniform vec3 uColorB; // duotone: maps to the LIGHT ground
// cover-fit the source into the canvas (fill, center-crop) -> matches an <img> with
// object-fit: cover, so the card never shows letterboxing.
vec2 coverUV(vec2 uv) {
float ca = uRes.x / uRes.y;
float sa = uSrc.x / uSrc.y;
vec2 s = vec2(1.0);
if (ca > sa) s.y = sa / ca; else s.x = ca / sa;
return (uv - 0.5) * s + 0.5;
}
float luma(vec3 c) { return dot(c, vec3(0.299, 0.587, 0.114)); }
// The block origin (top-left) + size for the pixelSize block that uv falls in, in uv
// space. Snapping in CANVAS px keeps blocks perfectly square.
vec2 blockOrigin(vec2 uv) {
vec2 cell = max(vec2(1.0), vec2(uPixel));
return floor(uv * uRes / cell) * cell / uRes;
}
// AVERAGE the block instead of point-sampling its center: sample a small grid inside
// the block and mean the luma (a box downscale = Mosaic). This keeps edges legible
// (a half-covered block averages to mid-gray, so the threshold splits it), instead of
// collapsing whole regions to solid black/white.
float blockLuma(vec2 uv) {
vec2 cell = max(vec2(1.0), vec2(uPixel));
vec2 o = blockOrigin(uv);
vec2 cellUV = cell / uRes;
float sum = 0.0;
for (int j = 0; j < 3; j++) {
for (int i = 0; i < 3; i++) {
vec2 f = (vec2(float(i), float(j)) + 0.5) / 3.0; // 0.166..0.833 across the block
vec2 s = clamp(coverUV(o + f * cellUV), 0.0, 1.0);
sum += luma(texture2D(uTex, s).rgb);
}
}
return sum / 9.0;
}
// Sample the mosaic'd field, thresholded to 1 = light ground, 0 = dark shape.
float sampleField(vec2 uv) {
return step(uThreshLvl, blockLuma(uv));
}
void main() {
vec2 uv = vUV;
// --- smoothing: a small box blur of the mosaic'd field, then re-threshold so the
// softened block edges snap back to crisp but with rounded corners -> the
// "stylized" block look. ---
float t;
if (uSmooth > 0.25) {
vec2 texel = uSmooth / uRes;
float sum = 0.0;
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
vec2 o = vec2(float(i), float(j)) * 0.5 * texel;
sum += sampleField(uv + o);
}
}
t = step(0.5, sum / 25.0); // re-threshold -> soft-cornered blocks
} else {
t = sampleField(uv);
}
if (uInvert > 0.5) t = 1.0 - t;
vec3 col = mix(uColorA, uColorB, t); // dark shapes = colorA, light ground = colorB
// --- offset multiply: a faint printed edge. Sample the field shifted 1px
// down-right (the decoded nudge); where the neighbour is dark but we are light,
// darken a touch -> a thin rim on the block's lower-right. ---
if (uOffset > 0.001) {
vec2 offv = vec2(1.0, -1.0) / uRes;
float neighbour = sampleField(uv - offv);
if (uInvert > 0.5) neighbour = 1.0 - neighbour;
float rim = t * (1.0 - neighbour); // light cell next to a dark cell
col *= 1.0 - rim * uOffset;
}
gl_FragColor = vec4(col, 1.0);
}
`;// Stylized pixelation engine. Loads a source (image, video, or camera stream) into a
// texture and renders the pixelation shader. A still image draws once (no rAF); a
// video/camera runs a render loop while onscreen. Same lifecycle contract as the
// other Vault WebGL cards: start/stop on visibility, resize, destroy, and the canvas
// stays hidden until its first real frame so a view-transition never captures black.
import { PIX_VERT, PIX_FRAG } from "./shaders";
import type { PixelateParams } from "./params";
type Source =
| { kind: "image"; img: HTMLImageElement }
| { kind: "video"; vid: HTMLVideoElement };
function hexToRGB(hex: string): [number, number, number] {
let h = hex.replace("#", "").trim();
if (h.length === 3) h = h.split("").map((c) => c + c).join("");
return [
parseInt(h.slice(0, 2), 16) / 255,
parseInt(h.slice(2, 4), 16) / 255,
parseInt(h.slice(4, 6), 16) / 255,
];
}
export class Pixelate {
private host: HTMLElement;
private canvas: HTMLCanvasElement;
private gl: WebGLRenderingContext | null = null;
private prog: WebGLProgram | null = null;
private loc: Record<string, WebGLUniformLocation | null> = {};
private quad: WebGLBuffer | null = null;
private tex: WebGLTexture | null = null;
private srcW = 1;
private srcH = 1;
private params: PixelateParams;
private source: Source | null = null;
private stream: MediaStream | null = null;
private raf = 0;
private running = false;
private awake = false;
private w = 0;
private h = 0;
private dpr = 1;
private painted = false;
private destroyed = false;
ok = false;
constructor(host: HTMLElement, params: PixelateParams) {
this.host = host;
this.params = params;
this.canvas = document.createElement("canvas");
Object.assign(this.canvas.style, {
position: "absolute",
inset: "0",
width: "100%",
height: "100%",
display: "block",
// Hidden until the first real frame so the white host shows (and a morph
// captures white, not an undrawn black canvas).
opacity: "0",
});
host.appendChild(this.canvas);
const gl = this.canvas.getContext("webgl", {
alpha: false,
antialias: false,
premultipliedAlpha: false,
});
if (!gl) return;
this.gl = gl;
gl.clearColor(1, 1, 1, 1);
try {
this.prog = this.build(PIX_VERT, PIX_FRAG);
} catch {
this.gl = null;
return;
}
for (const u of [
"uTex", "uRes", "uSrc", "uPixel", "uSmooth", "uThreshLvl",
"uInvert", "uOffset", "uColorA", "uColorB",
]) {
this.loc[u] = gl.getUniformLocation(this.prog, u);
}
const aPos = gl.getAttribLocation(this.prog, "aPosition");
const aUV = gl.getAttribLocation(this.prog, "aUV");
this.quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 0, 1, 1, -1, 1, 1, -1, 1, 0, 0, 1, 1, 1, 0]),
gl.STATIC_DRAW,
);
gl.useProgram(this.prog);
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(aUV);
gl.vertexAttribPointer(aUV, 2, gl.FLOAT, false, 16, 8);
this.tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// 1x1 white placeholder until the source loads
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([255, 255, 255, 255]));
this.resize();
this.ok = true;
}
private build(vs: string, fs: string): WebGLProgram {
const gl = this.gl!;
const c = (type: number, src: string) => {
const sh = gl.createShader(type)!;
gl.shaderSource(sh, src);
gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(sh) || "compile failed");
}
return sh;
};
const prog = gl.createProgram()!;
gl.attachShader(prog, c(gl.VERTEX_SHADER, vs));
gl.attachShader(prog, c(gl.FRAGMENT_SHADER, fs));
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
throw new Error(gl.getProgramInfoLog(prog) || "link failed");
}
return prog;
}
// ── source loading ──────────────────────────────────────────────────────────
/** Load a still image. Renders once when ready (no loop). */
setImage(url: string) {
this.stopStream();
const img = new Image();
img.crossOrigin = "anonymous";
img.onload = () => {
if (this.destroyed) return;
this.source = { kind: "image", img };
this.srcW = img.naturalWidth || 1;
this.srcH = img.naturalHeight || 1;
this.uploadTexture(img);
this.renderOnce();
};
img.src = url;
}
/** Load a looping video. Runs the render loop while playing + onscreen. */
setVideo(url: string) {
this.stopStream();
const vid = document.createElement("video");
vid.crossOrigin = "anonymous";
vid.muted = true;
vid.loop = true;
vid.playsInline = true;
vid.src = url;
vid.onloadeddata = () => {
if (this.destroyed) return;
this.source = { kind: "video", vid };
this.srcW = vid.videoWidth || 1;
this.srcH = vid.videoHeight || 1;
vid.play().catch(() => {});
if (this.awake) this.start();
else this.renderOnce();
};
}
/** Use the device camera. Resolves false if denied/unavailable. */
async setCamera(): Promise<boolean> {
try {
const stream = await navigator.mediaDevices.getUserMedia({
video: { facingMode: "user" },
audio: false,
});
if (this.destroyed) {
stream.getTracks().forEach((t) => t.stop());
return false;
}
this.stopStream();
this.stream = stream;
const vid = document.createElement("video");
vid.muted = true;
vid.playsInline = true;
vid.srcObject = stream;
await vid.play().catch(() => {});
this.source = { kind: "video", vid };
this.srcW = vid.videoWidth || 1;
this.srcH = vid.videoHeight || 1;
if (this.awake) this.start();
else this.renderOnce();
return true;
} catch {
return false;
}
}
private stopStream() {
if (this.stream) {
this.stream.getTracks().forEach((t) => t.stop());
this.stream = null;
}
}
private uploadTexture(src: TexImageSource) {
const gl = this.gl;
if (!gl || !this.tex) return;
gl.bindTexture(gl.TEXTURE_2D, this.tex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
}
setParams(p: PixelateParams) {
this.params = p;
this.renderOnce();
}
// ── lifecycle ───────────────────────────────────────────────────────────────
private isLive() {
return this.source?.kind === "video";
}
/** Draw a single frame on the next tick (for images / param edits). */
private renderOnce() {
if (this.running) return;
requestAnimationFrame(() => this.render());
}
start() {
if (!this.ok) return;
this.awake = true;
if (this.running) return;
this.resize();
// A still image needs just one frame; only a video/camera needs the loop.
if (!this.isLive()) {
this.render();
return;
}
this.running = true;
const loop = () => {
if (!this.running) return;
this.render();
this.raf = requestAnimationFrame(loop);
};
this.raf = requestAnimationFrame(loop);
}
/** Stop and forbid waking (offscreen / tab hidden). Pauses a playing video. */
stop() {
this.awake = false;
this.running = false;
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = 0;
if (this.source?.kind === "video") this.source.vid.pause();
}
renderStill() {
this.resize();
this.render();
}
resize() {
const r = this.host.getBoundingClientRect();
this.dpr = Math.min(2, window.devicePixelRatio || 1);
this.w = r.width;
this.h = r.height;
const cw = Math.max(1, Math.round(this.w * this.dpr));
const ch = Math.max(1, Math.round(this.h * this.dpr));
if (this.canvas.width !== cw || this.canvas.height !== ch) {
this.canvas.width = cw;
this.canvas.height = ch;
this.gl?.viewport(0, 0, cw, ch);
if (!this.running) this.renderOnce();
}
}
private render() {
const gl = this.gl;
if (!gl || !this.prog) return;
// keep the video frame fresh
if (this.source?.kind === "video" && this.source.vid.readyState >= 2) {
this.uploadTexture(this.source.vid);
}
const p = this.params;
gl.useProgram(this.prog);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.tex);
gl.uniform1i(this.loc.uTex, 0);
gl.uniform2f(this.loc.uRes, this.canvas.width, this.canvas.height);
gl.uniform2f(this.loc.uSrc, this.srcW, this.srcH);
gl.uniform1f(this.loc.uPixel, Math.max(1, p.pixel) * this.dpr);
gl.uniform1f(this.loc.uSmooth, Math.max(0, p.smooth) * this.dpr);
gl.uniform1f(this.loc.uThreshLvl, p.thresh);
gl.uniform1f(this.loc.uInvert, p.invert ? 1 : 0);
gl.uniform1f(this.loc.uOffset, p.offset);
const a = hexToRGB(p.colorA);
const b = hexToRGB(p.colorB);
gl.uniform3f(this.loc.uColorA, a[0], a[1], a[2]);
gl.uniform3f(this.loc.uColorB, b[0], b[1], b[2]);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
if (!this.painted) {
this.painted = true;
this.canvas.style.opacity = "1";
}
}
destroy() {
this.destroyed = true;
this.stop();
this.stopStream();
const gl = this.gl;
if (gl) {
if (this.tex) gl.deleteTexture(this.tex);
if (this.quad) gl.deleteBuffer(this.quad);
gl.getExtension("WEBGL_lose_context")?.loseContext();
}
this.canvas.remove();
}
}"use client";
// Stylized pixelation playground — a live bench. It runs the effect on a default
// photo, your own upload, or your camera, all on the GPU. The preview is a rounded
// card with its control panel connected underneath, matching the other Vault
// detail pages.
import { useEffect, useRef, useState } from "react";
import { SectionLabel } from "../section-label";
import {
PG_PREVIEW,
PG_PANEL,
Slider,
ColorControl,
GhostButton,
} from "../swirl/controls";
import { Pixelate } from "./engine";
import { PRESETS, defaultParams, type PixelateParams } from "./params";
import { hapticTap } from "../../lib/haptics";
const DEFAULT_SRC = "/vault/grid/grid-1.webp";
export function PixelatePlayground_() {
const hostRef = useRef<HTMLDivElement>(null);
const engineRef = useRef<Pixelate | null>(null);
const fileRef = useRef<HTMLInputElement>(null);
const [params, setParams] = useState<PixelateParams>(() => defaultParams());
const [presetIdx, setPresetIdx] = useState(0);
const [camOn, setCamOn] = useState(false);
// Build the engine only when the playground scrolls into view (keeps the detail
// page's card->hero morph smooth; the playground below builds lazily).
useEffect(() => {
const host = hostRef.current;
if (!host) return;
let raf = 0;
let started = false;
const build = () => {
if (started) return;
started = true;
raf = requestAnimationFrame(() => {
const eng = new Pixelate(host, params);
if (!eng.ok) return;
engineRef.current = eng;
eng.setImage(DEFAULT_SRC);
eng.start();
});
};
const io = new IntersectionObserver(
(es) => {
if (es[0]?.isIntersecting) {
io.disconnect();
build();
}
},
{ rootMargin: "200px" },
);
io.observe(host);
const onResize = () => engineRef.current?.resize();
window.addEventListener("resize", onResize);
return () => {
io.disconnect();
cancelAnimationFrame(raf);
window.removeEventListener("resize", onResize);
engineRef.current?.destroy();
engineRef.current = null;
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
// push params to the engine
useEffect(() => {
engineRef.current?.setParams(params);
}, [params]);
const patch = (p: Partial<PixelateParams>) =>
setParams((prev) => ({ ...prev, ...p }));
const remix = () => {
hapticTap();
const next = (presetIdx + 1) % PRESETS.length;
setPresetIdx(next);
setParams({ ...PRESETS[next].params });
};
const onUpload = (e: React.ChangeEvent<HTMLInputElement>) => {
const f = e.target.files?.[0];
if (!f) return;
hapticTap();
setCamOn(false);
const url = URL.createObjectURL(f);
if (f.type.startsWith("video/")) engineRef.current?.setVideo(url);
else engineRef.current?.setImage(url);
e.target.value = "";
};
const toggleCamera = async () => {
hapticTap();
if (camOn) {
setCamOn(false);
engineRef.current?.setImage(DEFAULT_SRC);
return;
}
const ok = await engineRef.current?.setCamera();
setCamOn(!!ok);
};
return (
<section className="flex min-w-0 flex-col gap-3">
<SectionLabel
action={
<div className="flex shrink-0 items-center gap-2">
<GhostButton onClick={remix}>Remix</GhostButton>
<GhostButton onClick={() => fileRef.current?.click()}>Upload</GhostButton>
<GhostButton onClick={toggleCamera}>
{camOn ? "Stop camera" : "Camera"}
</GhostButton>
<input
ref={fileRef}
type="file"
accept="image/*,video/*"
onChange={onUpload}
className="hidden"
/>
</div>
}
>
Playground
</SectionLabel>
<div className="flex flex-col">
{/* preview (rounded top) */}
<div className={`${PG_PREVIEW} aspect-[1344/620]`}>
<div ref={hostRef} className="absolute inset-0" />
</div>
{/* control panel (rounded bottom, connected) — two aligned columns:
left = the shape knobs, right = the duotone colours + edge. */}
<div className={PG_PANEL}>
<div className="flex flex-col gap-4 sm:flex-row">
<div className="flex min-w-0 flex-1 flex-col gap-4">
<Slider
label="Pixel size"
value={params.pixel}
min={4}
max={48}
step={1}
format={(v) => `${v}px`}
onChange={(v) => patch({ pixel: v })}
/>
<Slider
label="Smoothing"
value={params.smooth}
min={0}
max={16}
step={0.5}
format={(v) => `${v}px`}
onChange={(v) => patch({ smooth: v })}
/>
<Slider
label="Threshold"
value={params.thresh}
min={0.1}
max={0.9}
step={0.01}
format={(v) => `${Math.round(v * 100)}%`}
onChange={(v) => patch({ thresh: v })}
/>
</div>
<div className="flex min-w-0 flex-1 flex-col gap-4">
<Slider
label="Edge shadow"
value={params.offset}
min={0}
max={1}
step={0.01}
format={(v) => `${Math.round(v * 100)}%`}
onChange={(v) => patch({ offset: v })}
/>
<ColorControl
label="Shapes"
value={params.colorA}
onChange={(v) => patch({ colorA: v })}
/>
<ColorControl
label="Ground"
value={params.colorB}
onChange={(v) => patch({ colorB: v })}
/>
</div>
</div>
{/* invert sits full-width under the columns so the rows above stay aligned */}
<div className="flex items-center justify-between border-t border-[var(--border-line)] pt-4">
<span className="text-[12px] text-[var(--text-tertiary)]">
Swap the two colours
</span>
<GhostButton onClick={() => patch({ invert: !params.invert })}>
Invert
</GhostButton>
</div>
</div>
</div>
</section>
);
}- Company: Study
- Date: Jul 13, 2026
- Tags: WebGL, Pixelation, Shader
.claude/skills/design-vault/references/stylized-pixelation.mdMedia & Canvas
Midjourney Medical's ASCII
Live preview
How it works
This is the Midjourney Medical page. When it loads, a bunch of letters spin around and slowly form the Midjourney name. The cool part is that it's not a video or an image. It's all real text that the code moves around live. It all runs on one canvas. Each letter is drawn once and saved, then reused thousands of times, so it stays fast. Every frame the code takes text from a list of prompts and spins each letter around the center. The letters in the middle spin fast and the ones on the edges barely move, so it looks like a whirlpool. When a letter reaches the logo, it slowly turns into the right letter of the name. After the text is drawn, they add an old TV effect on top. The screen bends a little, the colors split at the edges, there are soft scanlines, the corners get darker, and everything gets a warm tone.
Code
"use client";
// An interactive rebuild of Midjourney Medical's ASCII intro, taken apart and
// re-authored as our own modules (see ./swirl): a vortex field of monospace
// cells that spins and condenses into a word, finished with a CRT post pass.
// The renderer reads a mutable config ref every frame, so controls update the
// effect live — no re-init. Below the main rebuild are a few EXPERIMENTS that
// push the same engine somewhere the original never went.
import { useEffect, useRef, useState } from "react";
import { Slider, ColorControl, SegmentedControl, GhostButton } from "./controls";
import { SectionLabel } from "../section-label";
import { useSwirlStage, DEFAULT_STAGE, type StageConfig } from "./use-swirl-stage";
import { VARIANTS } from "./resolver";
import { DEFAULT_TEXT } from "./default-text";
import { SwirlExperiments } from "./experiments";
export function SwirlPlayground() {
const canvasRef = useRef<HTMLCanvasElement>(null);
const [variantId, setVariantId] = useState(VARIANTS[0].id);
const [ink, setInk] = useState(VARIANTS[0].ink);
const [logoColor, setLogoColor] = useState(VARIANTS[0].logo);
const [bg, setBg] = useState(VARIANTS[0].bg);
const [rows, setRows] = useState<string[]>(VARIANTS[0].rows);
const [scanlines, setScanlines] = useState(0.4);
const [aberration, setAberration] = useState(1);
const [curvature, setCurvature] = useState(1);
const [zoom, setZoom] = useState(VARIANTS[0].zoom);
const [failed, setFailed] = useState(false);
// The background prompt text is fixed; it is not user-editable.
const cfg = useRef<StageConfig>({
...DEFAULT_STAGE,
rows,
inkStops: [ink],
logoColor,
bg,
text: DEFAULT_TEXT,
scanlines,
aberration,
curvature,
zoom,
});
useEffect(() => {
cfg.current = {
...DEFAULT_STAGE,
rows,
inkStops: [ink],
logoColor,
bg,
text: DEFAULT_TEXT,
scanlines,
aberration,
curvature,
zoom,
};
}, [rows, ink, logoColor, bg, scanlines, aberration, curvature, zoom]);
const stage = useSwirlStage(canvasRef, cfg, () => setFailed(true));
const pickVariant = (id: string) => {
const v = VARIANTS.find((x) => x.id === id) ?? VARIANTS[0];
setVariantId(v.id);
setInk(v.ink);
setLogoColor(v.logo);
setBg(v.bg);
setRows(v.rows);
setZoom(v.zoom);
stage.current.replay();
};
return (
<>
<section className="flex min-w-0 flex-col gap-3">
<SectionLabel
action={!failed && <GhostButton onClick={() => stage.current.replay()}>Replay</GhostButton>}
>
Implementation
</SectionLabel>
<div
className="relative z-10 overflow-hidden rounded-xl border border-[var(--border-line)]"
style={{ backgroundColor: bg }}
>
{failed ? (
<div className="flex aspect-[16/10] w-full items-center justify-center px-6 text-center text-[13px] text-[var(--text-tertiary)]">
Your browser doesn't support WebGL2, so the live playground can't run here.
</div>
) : (
<canvas ref={canvasRef} className="block aspect-[16/10] w-full" />
)}
</div>
{!failed && (
<div className="-mt-5 flex min-w-0 flex-col gap-3 rounded-b-xl border border-t-0 border-[var(--border-line)] bg-[var(--bg-surface)] p-3 pt-5">
<div className="grid grid-cols-1 items-center gap-x-4 gap-y-3 sm:grid-cols-2">
<SegmentedControl
options={VARIANTS.map((v) => ({ id: v.id, label: v.label }))}
activeId={variantId}
onPick={pickVariant}
/>
<div className="grid grid-cols-[1fr_1fr_1.4fr] gap-0.5">
<ColorControl label="Letters" value={ink} onChange={setInk} />
<ColorControl label="Logo" value={logoColor} onChange={setLogoColor} />
<ColorControl label="Background" value={bg} onChange={setBg} />
</div>
</div>
<div className="grid grid-cols-1 gap-x-4 gap-y-2.5 sm:grid-cols-2">
<Slider label="Zoom" value={zoom} min={0.5} max={1.6} format={(v) => v.toFixed(2) + "x"} onChange={setZoom} />
<Slider label="Scanlines" value={scanlines} min={0} max={1} format={(v) => (v * 100).toFixed(0) + "%"} onChange={setScanlines} />
<Slider label="Aberration" value={aberration} min={0} max={3} onChange={setAberration} />
<Slider label="Curvature" value={curvature} min={0} max={1} format={(v) => (v * 100).toFixed(0) + "%"} onChange={setCurvature} />
</div>
</div>
)}
</section>
<SwirlExperiments />
</>
);
}"use client";
// Experiments: the same vortex engine pushed past the faithful rebuild. Each is
// a small stage plus a short note on what I was trying. Always visible. The
// control panel under each stage tucks UNDER the canvas with the exact styling
// of the main playground panel (see swirl-playground.tsx): the canvas wrapper
// carries the shadow + full rounding, the panel pulls up with -mt-5 / border-t-0
// / no top radius / pt-8 so they read as one piece.
import { useEffect, useMemo, useRef, useState } from "react";
import { SectionLabel } from "../section-label";
import { SegmentedControl, Slider, ColorControl, GhostButton } from "./controls";
import { ExperimentStage } from "./experiment-stage";
import { DEFAULT_STAGE, type StageConfig, type StageEvents } from "./use-swirl-stage";
import type { WavePattern } from "./vortex-field";
import { DEFAULT_TEXT } from "./default-text";
import { renderWord, type FontStyle } from "./block-font";
import { swirlFormation, swirlChurn, swirlMove, swirlClick } from "../../lib/sound";
const BASE: StageConfig = {
...DEFAULT_STAGE,
inkStops: ["#d8d8d8"],
logoColor: "#ffffff",
bg: "#0c0c0d",
rows: undefined,
word: "ARLAN",
style: "slant",
text: DEFAULT_TEXT,
zoom: 0.62,
};
function Experiment({
title,
action,
children,
}: {
title: string;
/** Optional control on the right of the title row (e.g. a Replay button). */
action?: React.ReactNode;
children: React.ReactNode;
}) {
return (
<div className="flex min-w-0 flex-col gap-3">
<div className="flex items-center justify-between gap-3">
<h3 className="font-semibold text-[var(--text-primary)]">{title}</h3>
{action}
</div>
{children}
</div>
);
}
// Control panel that tucks under the canvas, matching the main playground panel.
function Panel({ children }: { children: React.ReactNode }) {
return (
<div className="-mt-5 flex min-w-0 flex-col gap-3 rounded-b-xl border border-t-0 border-[var(--border-line)] bg-[var(--bg-surface)] p-3 pt-5">
{children}
</div>
);
}
/* ---------- 1. Logo generator ---------- */
const STYLES: { id: FontStyle; label: string }[] = [
{ id: "slant", label: "Slant" },
{ id: "standard", label: "Standard" },
{ id: "ogre", label: "Ogre" },
{ id: "doom", label: "Doom" },
{ id: "big", label: "Big" },
{ id: "speed", label: "Speed" },
{ id: "stop", label: "Stop" },
{ id: "subzero", label: "Sub-Zero" },
{ id: "banner", label: "Banner" },
];
// Wider/taller faces get pulled back a little so the word still fits the frame.
const STYLE_ZOOM: Partial<Record<FontStyle, number>> = {
subzero: 0.42,
big: 0.46,
doom: 0.46,
stop: 0.46,
speed: 0.46,
};
const THEMES = [
{ id: "dark", label: "Dark" },
{ id: "light", label: "Light" },
];
// Each font carries its own accent in dark mode, so switching the face also
// switches the palette. [letters, logo]. Light mode overrides to dark-on-white.
const FONT_ACCENT: Record<FontStyle, [string, string]> = {
slant: ["#e7e3da", "#ffffff"], // warm white
standard: ["#8fd0ff", "#eaf6ff"], // sky blue
ogre: ["#7fe3a3", "#e9fff0"], // green
doom: ["#ff7a6e", "#ffeae7"], // red
big: ["#9b8cff", "#efeaff"], // indigo
speed: ["#ffd166", "#fff6e0"], // gold
stop: ["#ff9ed2", "#ffeaf6"], // pink
subzero: ["#5fe0e0", "#e6ffff"], // cyan
banner: ["#c2f06b", "#f4ffe0"], // lime
};
function LogoGenerator() {
const [word, setWord] = useState("MINERVA");
const [style, setStyle] = useState<FontStyle>("slant");
const [theme, setTheme] = useState("dark");
const light = theme === "light";
const [accent, logoAccent] = FONT_ACCENT[style];
const cfg: StageConfig = {
...BASE,
rows: renderWord(word || " ", style),
zoom: STYLE_ZOOM[style] ?? 0.5,
// light: dark text + dark logo on a near-white field; dark: the font's accent
bg: light ? "#fcfcfc" : "#0a0a0c",
inkStops: [light ? "#9a9a9a" : accent],
logoColor: light ? "#1b1b1b" : logoAccent,
};
return (
<Experiment
title="Type your own logo"
>
<ExperimentStage config={cfg} />
<Panel>
<div className="flex items-stretch gap-2">
<input
value={word}
onChange={(e) => setWord(e.target.value.slice(0, 14))}
spellCheck={false}
aria-label="Logo word"
placeholder="type a word"
className="h-8 min-w-0 flex-1 rounded-lg border border-[var(--border-line)] bg-[var(--bg-page)] px-3 text-[13px] uppercase tracking-wide text-[var(--text-body)] outline-none transition-colors duration-150 focus:border-[var(--border-ring)]"
/>
<div className="w-44 shrink-0">
<SegmentedControl options={THEMES} activeId={theme} onPick={setTheme} />
</div>
</div>
<SegmentedControl options={STYLES} activeId={style} onPick={(id) => setStyle(id as FontStyle)} fill />
</Panel>
</Experiment>
);
}
/* ---------- 2. Sound ---------- */
// The same engine, but wired for AUDIO: a layered synth cue rides the entrance
// (a rising sweep + a tap cascade that lands as the word forms + a low lock
// thud), and a soft churn/CRT-static drone plays while the canvas is on screen.
// All synthesized live (Web Audio, no files), gated on the global mute, first
// user gesture, and reduced-motion. See lib/sound.ts.
function SoundSwirl() {
const cfg: StageConfig = {
...BASE,
word: "SOUND",
zoom: 0.62,
inkStops: ["#cfe0ff"],
logoColor: "#ffffff",
bg: "#070a12",
};
// the churn drone, started/stopped by visibility; kept in a ref so re-renders
// don't restart it
const churn = useRef<{ stop: () => void } | null>(null);
const reduced = useRef(false);
useEffect(() => {
reduced.current =
typeof window !== "undefined" &&
window.matchMedia("(prefers-reduced-motion: reduce)").matches;
return () => churn.current?.stop();
}, []);
const restartChurn = () => {
churn.current?.stop();
churn.current = reduced.current ? null : swirlChurn();
};
const events: StageEvents = useMemo(
() => ({
onFormationStart: () => {
if (!reduced.current) swirlFormation();
},
onVisible: (visible) => {
if (visible && !reduced.current) {
if (!churn.current) churn.current = swirlChurn();
} else {
churn.current?.stop();
churn.current = null;
}
},
// cursor over the letters → a soft tick that pitches up with speed
onPointerMove: (speed) => {
if (!reduced.current) swirlMove(speed);
},
// click / shockwave → an impact thud
onPointerDown: () => {
if (!reduced.current) swirlClick();
},
}),
[],
);
// bumping this replays the entrance (and re-fires the entrance sound, since
// onFormationStart runs on every (re)start)
const [replay, setReplay] = useState(0);
const onReplay = () => {
setReplay((n) => n + 1); // restarts the visual + the entrance sound
restartChurn(); // and the ambient bed, so EVERYTHING restarts together
};
return (
<Experiment
title="The same swirl, with sound"
action={<GhostButton onClick={onReplay}>Replay</GhostButton>}
>
<ExperimentStage
config={cfg}
events={events}
replayKey={replay}
trackPointer
burstOnClick
/>
</Experiment>
);
}
/* ---------- 3. Cursor trail ---------- */
function CursorTrail() {
// its own warm-coral palette; dragging lights a hot white-gold trail that
// churns the soup into the vortex and lingers
const cfg: StageConfig = {
...BASE,
trail: true,
trailStrength: 1.6,
trailFlare: "#fff1c2",
word: "TRACE",
zoom: 0.62,
inkStops: ["#ff7a55"],
logoColor: "#fff0ea",
bg: "#160604",
};
return (
<Experiment
title="Drag a trail through the letters"
>
<ExperimentStage config={cfg} trackPointer />
</Experiment>
);
}
/* ---------- 4. Flowing multi-stop gradient ---------- */
// Default is ONE color living through its own shades: a single hue ramped from
// deep to bright and back, so it reads as a rich, breathing teal rather than a
// rainbow. The per-letter drift + speed brightness already baked into the field
// turn that one hue into something with real depth.
const MONO_RAMP = ["#0a3d3a", "#13807a", "#2fd4c4", "#9ff5ec", "#13807a"];
function GradientInk() {
const [stops, setStops] = useState<string[]>(MONO_RAMP);
const [angle, setAngle] = useState(0.4);
const [flow, setFlow] = useState(0.06);
const setStop = (i: number, v: string) =>
setStops((s) => s.map((c, k) => (k === i ? v : c)));
const cfg: StageConfig = {
...BASE,
word: "FLOW",
zoom: 0.55,
gradient: true,
inkStops: stops,
gradientAngle: angle * Math.PI * 2,
gradientFlow: flow,
bg: "#08080b",
};
return (
<Experiment
title="Letters that flow through colors"
>
<ExperimentStage config={cfg} />
<Panel>
<div className="grid grid-cols-5 gap-1">
{stops.map((c, i) => (
<ColorControl key={i} label={`${i + 1}`} value={c} onChange={(v) => setStop(i, v)} />
))}
</div>
<div className="grid grid-cols-1 gap-x-4 gap-y-2.5 sm:grid-cols-2">
<Slider label="Angle" value={angle} min={0} max={1} format={(v) => (v * 360).toFixed(0) + "°"} onChange={setAngle} />
<Slider label="Flow" value={flow} min={0} max={0.4} format={(v) => (v * 100).toFixed(0) + "%"} onChange={setFlow} />
</div>
</Panel>
</Experiment>
);
}
/* ---------- 5. Shockwaves + sustained wave patterns ---------- */
const PATTERNS = [
{ id: "wavefront", label: "Wavefront" },
{ id: "ripples", label: "Ripples" },
{ id: "flow", label: "Flow" },
{ id: "cloth", label: "Cloth" },
];
// Each pattern gets its own bold palette so switching feels like a mood change.
const WAVE_PALETTE: Record<WavePattern, { ink: string; logo: string; bg: string }> = {
wavefront: { ink: "#7fb8ff", logo: "#eaf3ff", bg: "#040a1a" }, // ocean blue
ripples: { ink: "#4fe3d0", logo: "#e6fffb", bg: "#021414" }, // teal
flow: { ink: "#d98cff", logo: "#f7ebff", bg: "#10031a" }, // magenta / violet
cloth: { ink: "#ffc266", logo: "#fff4e0", bg: "#1a0f02" }, // amber
};
function ClickShock() {
const [turbulence, setTurbulence] = useState(0.35);
const [pattern, setPattern] = useState<WavePattern>("wavefront");
const pal = WAVE_PALETTE[pattern];
const cfg: StageConfig = {
...BASE,
shock: true,
turbulence,
wavePattern: pattern,
word: "WAVES",
zoom: 0.62,
inkStops: [pal.ink],
logoColor: pal.logo,
bg: pal.bg,
};
return (
<Experiment
title="Click for a wave, or leave it churning"
>
<ExperimentStage config={cfg} burstOnClick replayKey={pattern} />
<Panel>
<SegmentedControl options={PATTERNS} activeId={pattern} onPick={(id) => setPattern(id as WavePattern)} />
<Slider label="Strength" value={turbulence} min={0} max={1} format={(v) => (v * 100).toFixed(0) + "%"} onChange={setTurbulence} />
</Panel>
</Experiment>
);
}
export function SwirlExperiments() {
return (
<section className="mt-12 flex min-w-0 flex-col gap-6">
<SectionLabel>Experiments</SectionLabel>
<p className="-mt-3 text-[15px] leading-[1.7] text-[var(--text-secondary)]">
A few things I added on top, just to see how far the same idea would go.
</p>
{/* each experiment after the first is set off by a hairline divider with
generous spacing, so they read as distinct sections */}
<div className="flex min-w-0 flex-col [&>*:not(:first-child)]:mt-14 [&>*:not(:first-child)]:border-t [&>*:not(:first-child)]:border-[var(--border-line)] [&>*:not(:first-child)]:pt-14">
<LogoGenerator />
<SoundSwirl />
<CursorTrail />
<GradientInk />
<ClickShock />
</div>
</section>
);
}"use client";
// Minimalist, site-styled controls for the swirl playground. Native color
// dialog / range chrome is replaced with our own so the panel matches the rest
// of the page (thin lines, soft grays, the site font) and reads as one system.
// The color control's anatomy (swatch trigger -> popover with a hue slider, a
// hex field and quick presets) is adapted from HeroUI's ColorPicker.
import {
useEffect,
useLayoutEffect,
useRef,
useState,
type CSSProperties,
type ReactNode,
} from "react";
import { hapticTap } from "../../lib/haptics";
import { hoverLink } from "../../lib/sound";
const LABEL = "text-[12px] text-[var(--text-tertiary)]";
// ── Shared playground shell ─────────────────────────────────────────────────
// One connected card: a fully-rounded preview box with the control panel tucked
// underneath via a deep negative-margin overlap (the panel slides up under the
// preview's rounded bottom so they read as a single card). Matched to the vector
// editor; used by every Vault playground so their roundings are identical.
// PANEL_PAD covers the overlap so the first control row clears the seam.
export const PG_PREVIEW =
"relative z-10 overflow-hidden rounded-xl border border-[var(--border-line)] bg-[var(--bg-hover)]";
export const PG_PANEL =
"-mt-5 flex min-w-0 flex-col gap-4 rounded-b-xl border border-t-0 border-[var(--border-line)] bg-[var(--bg-surface)] p-4 pt-8";
/* ---------- Segmented control (variant picker) ---------- */
// One pill container with a sliding white indicator behind the active segment —
// the same sliding-pill language as the code tabs, so the panel reads cohesive.
export function SegmentedControl({
options,
activeId,
onPick,
fill = false,
}: {
options: { id: string; label: string }[];
activeId: string;
onPick: (id: string) => void;
/** Distribute segments to fill the row evenly when there's space, but never
* shrink a label below its text — so on a narrow screen the row scrolls
* horizontally instead of forcing the page wider. */
fill?: boolean;
}) {
const rowRef = useRef<HTMLDivElement>(null);
const segRefs = useRef<(HTMLButtonElement | null)[]>([]);
const [pill, setPill] = useState<{ x: number; w: number } | null>(null);
const activeIndex = Math.max(
0,
options.findIndex((o) => o.id === activeId),
);
useLayoutEffect(() => {
const el = segRefs.current[activeIndex];
if (!el) return;
setPill({ x: el.offsetLeft, w: el.offsetWidth });
}, [activeIndex, options.length]);
useEffect(() => {
const row = rowRef.current;
if (!row || typeof ResizeObserver === "undefined") return;
const ro = new ResizeObserver(() => {
const el = segRefs.current[activeIndex];
if (el) setPill({ x: el.offsetLeft, w: el.offsetWidth });
});
ro.observe(row);
return () => ro.disconnect();
}, [activeIndex]);
return (
<div
ref={rowRef}
role="tablist"
aria-label="Variant"
className="swirl-tabscroll relative flex h-8 w-full items-stretch gap-0 overflow-x-auto rounded-lg border border-[var(--border-line)] bg-[var(--bg-page)] p-0.5"
>
{pill && (
<span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0.5 rounded-md border border-[var(--border-line)] bg-[var(--bg-hover)]"
style={{
transform: `translateX(${pill.x - 2}px)`,
width: pill.w,
transition:
"transform 0.34s var(--ease-out), width 0.34s var(--ease-out)",
}}
/>
)}
{options.map((o, i) => {
const active = o.id === activeId;
return (
<button
key={o.id}
ref={(el) => {
segRefs.current[i] = el;
}}
type="button"
role="tab"
aria-selected={active}
onClick={() => {
hapticTap();
onPick(o.id);
}}
onPointerEnter={hoverLink}
className={`relative z-10 flex items-center justify-center whitespace-nowrap rounded-md px-2 py-1 text-[12px] transition-colors duration-150 ease-[var(--ease-out)] ${
fill ? "flex-1 basis-0 [min-width:fit-content]" : "flex-1"
} ${
active
? "text-[var(--text-primary)]"
: "text-[var(--text-tertiary)] hover:text-[var(--text-secondary)]"
}`}
>
{o.label}
</button>
);
})}
</div>
);
}
/* ---------- Select (dropdown) ---------- */
// A site-styled select: a pill trigger (same border / radius / 12px text as the
// segmented control and theme toggle) with a chevron, opening a popover of
// options that share the sliding-pill's hover + active treatment. Used where a
// segmented row would be too many options to fit (e.g. the 9 fonts).
export function Select({
options,
activeId,
onPick,
ariaLabel,
}: {
options: { id: string; label: string }[];
activeId: string;
onPick: (id: string) => void;
ariaLabel?: string;
}) {
const [open, setOpen] = useState(false);
const wrapRef = useRef<HTMLDivElement>(null);
const active = options.find((o) => o.id === activeId);
// close on outside click / Escape (same pattern as ColorControl)
useEffect(() => {
if (!open) return;
const onDoc = (e: MouseEvent) => {
if (wrapRef.current && !wrapRef.current.contains(e.target as Node)) setOpen(false);
};
const onKey = (e: KeyboardEvent) => e.key === "Escape" && setOpen(false);
document.addEventListener("mousedown", onDoc);
document.addEventListener("keydown", onKey);
return () => {
document.removeEventListener("mousedown", onDoc);
document.removeEventListener("keydown", onKey);
};
}, [open]);
return (
<div ref={wrapRef} className="relative flex shrink-0">
<button
type="button"
role="combobox"
aria-expanded={open}
aria-label={ariaLabel}
onClick={() => {
hapticTap();
setOpen((o) => !o);
}}
onPointerEnter={hoverLink}
className="flex h-8 w-full items-center justify-between gap-1.5 rounded-lg border border-[var(--border-line)] bg-[var(--bg-page)] pl-3 pr-2.5 text-[12px] text-[var(--text-primary)] transition-colors duration-150 ease-[var(--ease-out)] hover:border-[var(--border-ring)]"
>
<span className="whitespace-nowrap">{active?.label ?? "Select"}</span>
<svg
width="10"
height="10"
viewBox="0 0 10 10"
aria-hidden="true"
className={`shrink-0 text-[var(--text-tertiary)] transition-transform duration-150 ease-[var(--ease-out)] ${open ? "rotate-180" : ""}`}
>
<path d="M2 3.5 5 6.5 8 3.5" fill="none" stroke="currentColor" strokeWidth="1.3" strokeLinecap="round" strokeLinejoin="round" />
</svg>
</button>
{open && (
<div
role="listbox"
className="absolute right-0 top-full z-50 mt-2 flex max-h-64 w-40 flex-col gap-0.5 overflow-y-auto rounded-xl border border-[var(--border-ring)] bg-[var(--bg-surface)] p-1 shadow-[0_1px_2px_rgba(17,24,39,0.06),0_8px_24px_rgba(17,24,39,0.08)]"
style={{ animation: "swirl-pop 0.16s var(--ease-expo)" }}
>
{options.map((o) => {
const isActive = o.id === activeId;
return (
<button
key={o.id}
type="button"
role="option"
aria-selected={isActive}
onClick={() => {
hapticTap();
onPick(o.id);
setOpen(false);
}}
onPointerEnter={hoverLink}
className={`rounded-md px-2.5 py-1.5 text-left text-[12px] transition-colors duration-150 ease-[var(--ease-out)] ${
isActive
? "bg-[var(--bg-page)] text-[var(--text-primary)]"
: "text-[var(--text-secondary)] hover:bg-[var(--bg-page)] hover:text-[var(--text-primary)]"
}`}
>
{o.label}
</button>
);
})}
</div>
)}
</div>
);
}
/* ---------- Slider ---------- */
// Row slider: the whole row is the track (fill grows from the left), label sits
// left + value right, with a thin handle riding the fill edge. Drag anywhere on
// the row, click to snap, or arrow-key when focused.
const CLICK_THRESHOLD = 3; // px — distinguishes a click from a drag
export function Slider({
label,
value,
min,
max,
step = 0.01,
format,
onChange,
}: {
label: string;
value: number;
min: number;
max: number;
step?: number;
format?: (v: number) => string;
onChange: (v: number) => void;
}) {
const rowRef = useRef<HTMLDivElement>(null);
const [dragging, setDragging] = useState(false);
const down = useRef<{ x: number; moved: boolean } | null>(null);
const pct = max === min ? 0 : ((value - min) / (max - min)) * 100;
const snap = (v: number) => {
const snapped = Math.round(v / step) * step;
const clamped = Math.min(Math.max(snapped, min), max);
// round float dust from the step division
return parseFloat(clamped.toPrecision(12));
};
const valueFromX = (clientX: number) => {
const r = rowRef.current!.getBoundingClientRect();
const t = (clientX - r.left) / r.width;
return snap(min + t * (max - min));
};
const onPointerDown = (e: React.PointerEvent) => {
(e.target as HTMLElement).setPointerCapture?.(e.pointerId);
down.current = { x: e.clientX, moved: false };
setDragging(true);
hapticTap();
};
const onPointerMove = (e: React.PointerEvent) => {
if (!dragging || !down.current) return;
if (Math.abs(e.clientX - down.current.x) > CLICK_THRESHOLD) down.current.moved = true;
onChange(valueFromX(e.clientX));
};
const endDrag = (e: React.PointerEvent) => {
if (!down.current) return;
if (!down.current.moved) onChange(valueFromX(e.clientX)); // click-to-snap
down.current = null;
setDragging(false);
};
const onKeyDown = (e: React.KeyboardEvent) => {
if (e.key === "ArrowLeft" || e.key === "ArrowDown") {
e.preventDefault();
onChange(snap(value - step));
} else if (e.key === "ArrowRight" || e.key === "ArrowUp") {
e.preventDefault();
onChange(snap(value + step));
}
};
return (
<label className="flex min-w-[9rem] flex-1 flex-col">
<div
ref={rowRef}
role="slider"
tabIndex={0}
aria-valuemin={min}
aria-valuemax={max}
aria-valuenow={value}
aria-label={label}
onPointerDown={onPointerDown}
onPointerMove={onPointerMove}
onPointerUp={endDrag}
onPointerCancel={endDrag}
onPointerEnter={hoverLink}
onKeyDown={onKeyDown}
className="relative flex h-8 w-full cursor-pointer touch-none select-none items-center overflow-hidden rounded-lg border border-[var(--border-line)] bg-[var(--bg-page)] outline-none ring-[var(--border-ring)] focus-visible:ring-1"
>
{/* fill — a light gray wash so the level reads against the white track */}
<span
className="pointer-events-none absolute inset-y-0 left-0 bg-[var(--bg-hover)]"
style={{ width: `${pct}%` }}
/>
{/* handle on the fill edge */}
<span
className={`pointer-events-none absolute top-1/2 h-4 w-[3px] -translate-y-1/2 rounded-full bg-[var(--text-primary)] transition-opacity duration-150 ${
dragging ? "opacity-90" : "opacity-40"
}`}
style={{ left: `max(3px, calc(${pct}% - 1.5px))` }}
/>
<span className="pointer-events-none relative z-10 pl-3 text-[12px] text-[var(--text-secondary)]">
{label}
</span>
<span className="pointer-events-none relative z-10 ml-auto mr-3 text-[12px] tabular-nums text-[var(--text-secondary)]">
{format ? format(value) : value.toFixed(2)}
</span>
</div>
</label>
);
}
/* ---------- Color helpers ---------- */
function hexToHsl(hex: string): [number, number, number] {
let h = hex.replace("#", "").trim();
if (h.length === 3) h = h.split("").map((c) => c + c).join("");
const r = parseInt(h.slice(0, 2), 16) / 255;
const g = parseInt(h.slice(2, 4), 16) / 255;
const b = parseInt(h.slice(4, 6), 16) / 255;
const max = Math.max(r, g, b);
const min = Math.min(r, g, b);
const l = (max + min) / 2;
let s = 0;
let hue = 0;
if (max !== min) {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
if (max === r) hue = (g - b) / d + (g < b ? 6 : 0);
else if (max === g) hue = (b - r) / d + 2;
else hue = (r - g) / d + 4;
hue *= 60;
}
return [Math.round(hue), Math.round(s * 100), Math.round(l * 100)];
}
function hslToHex(h: number, s: number, l: number): string {
s /= 100;
l /= 100;
const k = (n: number) => (n + h / 30) % 12;
const a = s * Math.min(l, 1 - l);
const f = (n: number) =>
l - a * Math.max(-1, Math.min(k(n) - 3, Math.min(9 - k(n), 1)));
const to = (n: number) =>
Math.round(255 * f(n))
.toString(16)
.padStart(2, "0");
return `#${to(0)}${to(8)}${to(4)}`;
}
const isHex = (s: string) => /^#?[0-9a-fA-F]{6}$/.test(s.trim());
const normHex = (s: string) => {
const v = s.trim().replace(/^#?/, "");
return `#${v.toLowerCase()}`;
};
const PRESET_SWATCHES = [
"#ffffff", "#d8d8d8", "#9b9b9b", "#1b1b1b", "#0b1733",
"#e88f00", "#2ee06a", "#3b82f6", "#a855f7", "#f7d8e3",
];
/* ---------- Color control (swatch trigger + popover) ---------- */
export function ColorControl({
label,
value,
onChange,
}: {
label: string;
value: string;
onChange: (v: string) => void;
}) {
const [open, setOpen] = useState(false);
const wrapRef = useRef<HTMLDivElement>(null);
const [h, s, l] = hexToHsl(value);
const [hexDraft, setHexDraft] = useState(value);
useEffect(() => setHexDraft(value), [value]);
// close on outside click / Escape
useEffect(() => {
if (!open) return;
const onDoc = (e: MouseEvent) => {
if (wrapRef.current && !wrapRef.current.contains(e.target as Node))
setOpen(false);
};
const onKey = (e: KeyboardEvent) => e.key === "Escape" && setOpen(false);
document.addEventListener("mousedown", onDoc);
document.addEventListener("keydown", onKey);
return () => {
document.removeEventListener("mousedown", onDoc);
document.removeEventListener("keydown", onKey);
};
}, [open]);
const setHue = (hue: number) => onChange(hslToHex(hue, s || 70, l || 50));
return (
<div ref={wrapRef} className="relative flex w-full min-w-0">
<button
type="button"
onClick={() => {
hapticTap();
setOpen((o) => !o);
}}
onPointerEnter={hoverLink}
aria-label={`${label}: ${value}`}
aria-expanded={open}
className={`group flex h-8 w-full min-w-0 items-center gap-1.5 rounded-lg border border-[var(--border-line)] bg-[var(--bg-page)] px-2.5 transition-colors duration-150 ease-[var(--ease-out)] hover:border-[var(--border-ring)] ${
label ? "" : "justify-center"
}`}
>
{label && <span className={`${LABEL} truncate`}>{label}</span>}
<span
aria-hidden="true"
className={`h-4 w-4 shrink-0 rounded-[5px] border border-[var(--border-ring)] transition-transform duration-150 ease-[var(--ease-out)] group-active:scale-[0.96] ${
label ? "ml-auto" : ""
}`}
style={{ backgroundColor: value }}
/>
</button>
{open && (
<div
className="absolute left-0 top-full z-50 mt-2 flex w-56 flex-col gap-3 rounded-xl border border-[var(--border-ring)] bg-[var(--bg-surface)] p-3 shadow-[0_1px_2px_rgba(17,24,39,0.06),0_8px_24px_rgba(17,24,39,0.08)]"
style={{ animation: "swirl-pop 0.16s var(--ease-expo)" }}
>
{/* hue slider */}
<span className="hue-track relative flex h-4 items-center">
<span
className="pointer-events-none absolute h-4 w-4 -translate-x-1/2 rounded-full border-2 border-white shadow-[0_0_0_1px_rgba(0,0,0,0.15)]"
style={{ left: `${(h / 360) * 100}%`, backgroundColor: value }}
/>
<input
type="range"
min={0}
max={360}
step={1}
value={h}
onChange={(e) => setHue(+e.target.value)}
onPointerDown={hapticTap}
aria-label={`${label} hue`}
className="swirl-range relative z-10 h-4 w-full cursor-pointer appearance-none bg-transparent"
/>
</span>
{/* hex field */}
<input
type="text"
value={hexDraft}
spellCheck={false}
onChange={(e) => {
setHexDraft(e.target.value);
if (isHex(e.target.value)) onChange(normHex(e.target.value));
}}
onBlur={() => setHexDraft(value)}
aria-label={`${label} hex`}
className="w-full rounded-md border border-[var(--border-line)] bg-[var(--bg-page)] px-2 py-1 font-mono text-[12px] lowercase text-[var(--text-body)] outline-none transition-colors duration-150 focus:border-[var(--border-ring)]"
/>
{/* preset swatches */}
<div className="grid grid-cols-5 gap-1.5">
{PRESET_SWATCHES.map((c) => (
<button
key={c}
type="button"
onClick={() => {
hapticTap();
onChange(c);
}}
onPointerEnter={hoverLink}
aria-label={c}
className={`h-6 w-full rounded-md border transition-transform duration-150 ease-[var(--ease-out)] active:scale-[0.96] ${
c.toLowerCase() === value.toLowerCase()
? "border-[var(--text-primary)]"
: "border-[var(--border-ring)]"
}`}
style={{ backgroundColor: c }}
/>
))}
</div>
</div>
)}
</div>
);
}
/* ---------- Auto-growing prompt input ---------- */
export function PromptInput({
label,
value,
onChange,
}: {
label: string;
value: string;
onChange: (v: string) => void;
}) {
const ref = useRef<HTMLTextAreaElement>(null);
const [max] = useState(132);
useEffect(() => {
const el = ref.current;
if (!el) return;
el.style.height = "auto";
el.style.height = `${Math.min(el.scrollHeight, max)}px`;
}, [value, max]);
return (
<label className="flex flex-col gap-1.5">
<span className={LABEL}>{label}</span>
<textarea
ref={ref}
value={value}
onChange={(e) => onChange(e.target.value)}
onPointerEnter={hoverLink}
spellCheck={false}
rows={2}
className="w-full resize-none overflow-y-auto overscroll-none rounded-lg border border-[var(--border-line)] bg-[var(--bg-page)] px-3 py-2 text-[12px] leading-[1.55] text-[var(--text-body)] outline-none transition-colors duration-150 focus:border-[var(--border-ring)]"
style={{ maxHeight: max } as CSSProperties}
/>
</label>
);
}
/* ---------- Ghost button (panel actions) ---------- */
// Matches the Copy button / code-tab pill language: hairline border, anchored
// surface, hover darkens the border (never dissolves into the panel).
export function GhostButton({
onClick,
children,
}: {
onClick: () => void;
children: ReactNode;
}) {
return (
<button
type="button"
onClick={() => {
hapticTap();
onClick();
}}
onPointerEnter={hoverLink}
className="inline-flex h-7 shrink-0 items-center self-start rounded-lg border border-[var(--border-line)] bg-[var(--bg-surface)] px-3 text-[12px] font-medium text-[var(--text-secondary)] transition-colors duration-150 ease-[var(--ease-out)] hover:bg-[var(--bg-hover)] hover:border-[var(--border-ring)] hover:text-[var(--text-primary)] active:scale-[0.98]"
>
{children}
</button>
);
}// One React hook that mounts the whole pipeline onto a <canvas> and runs the
// frame loop, reading a mutable config ref every frame so controls update the
// effect live (no re-init). Both the main playground and each experiment use
// this — they just feed it a different StageConfig.
//
// Interaction state (the spring-smoothed cursor bend, the velocity smoothing,
// and the click shockwave pool) lives HERE, per frame; the per-cell math that
// consumes it lives in vortex-field. The split keeps the hot loop pure.
import { useEffect, useRef, type RefObject } from "react";
import { buildAtlas, type GlyphAtlas } from "./glyph-atlas";
import { createRenderer, type Renderer } from "./renderer";
import { hexToRgb01 } from "./color";
import {
composeField,
makeBuffers,
makeTarget,
type FieldBuffers,
type FieldGrid,
type InkMode,
type InkPaint,
type Shock,
type Target,
type WavePattern,
} from "./vortex-field";
import { depositTrail, makeTrailField, stepTrail } from "./trail-field";
import { renderWord, type FontStyle } from "./block-font";
export interface StageConfig {
/** Pre-baked ASCII rows for the named presets (takes priority over word). */
rows?: string[];
/** Live word for the logo generator (used when `rows` is absent). */
word?: string;
style?: FontStyle;
/** Gradient color stops (hex). One stop = flat fill. */
inkStops: string[];
/** Color of the resolved logo word (hex), independent of the swirl letters. */
logoColor: string;
gradient: boolean;
gradientAngle: number; // radians
/** Gradient band drift speed (cycles/sec). 0 = static gradient. */
gradientFlow: number;
/** How the stops map onto the field. Defaults to "rows" (color swirls with
* the letters); "axis" is the old flat screen-space gradient. */
gradientMode?: InkMode;
bg: string;
text: string;
scanlines: number;
aberration: number;
curvature: number;
zoom: number;
/** Enable the persistent cursor trail (wake + local swirl-up). */
trail: boolean;
/** Trail intensity multiplier (1 = default). */
trailStrength?: number;
/** Hex color hot trail cells glow toward; omit for no color flare. */
trailFlare?: string;
/** Enable click shockwaves. */
shock: boolean;
/** Sustained ambient ripple, 0..1 (a permanent churning wave). */
turbulence: number;
/** Which ambient wave shape to use. */
wavePattern: WavePattern;
}
export const DEFAULT_STAGE: Omit<StageConfig, "rows" | "word" | "style" | "bg" | "zoom" | "inkStops" | "logoColor"> = {
gradient: false,
gradientAngle: 0,
gradientFlow: 0,
text: "",
scanlines: 0.4,
aberration: 1,
curvature: 1,
trail: false,
shock: false,
turbulence: 0,
wavePattern: "wavefront",
};
// Rows of glyphs down the canvas = BASE_ROWS / zoom. Smaller zoom → more, smaller
// cells → more words fit. Driven by the Zoom control.
const BASE_ROWS = 22;
// spring rate for the bend (1/time-constant); ~100ms half-life
// velocity smoothing rate
const VEL_SMOOTH = 5.0;
// shockwaves older than this (seconds) are retired
const SHOCK_LIFE = 2.4;
export interface StageHandle {
/** Restart the formation so the word condenses from scratch. */
replay: () => void;
/** Set the pointer in normalized coords (-1..1); null = pointer left. */
setPointer: (p: { x: number; y: number } | null) => void;
/** Spawn a click shockwave at normalized coords (-1..1). */
burst: (x: number, y: number) => void;
}
function resolveTarget(c: StageConfig): Target {
if (c.rows && c.rows.length) return makeTarget(c.rows);
return makeTarget(renderWord(c.word ?? " ", c.style ?? "slant"));
}
function targetKey(c: StageConfig): string {
return c.rows ? "rows:" + c.rows.join("|") : `word:${c.word}:${c.style}`;
}
export interface StageEvents {
/** The entrance (re)started — soup begins condensing into the word. */
onFormationStart?: () => void;
/** The word has fully formed (formation reached ~1). Fires once per entrance. */
onSettle?: () => void;
/** Visibility changed (canvas entered/left the on-screen play band). */
onVisible?: (visible: boolean) => void;
/** The very first frame has been drawn (canvas now has real content). */
onFirstFrame?: () => void;
/** Pointer moved over the canvas; `speed` is 0..1 (normalized units/frame). */
onPointerMove?: (speed: number) => void;
/** Pointer pressed on the canvas (e.g. for a click sound). */
onPointerDown?: () => void;
}
export function useSwirlStage(
canvasRef: RefObject<HTMLCanvasElement | null>,
cfgRef: RefObject<StageConfig>,
onFail: () => void,
eventsRef?: RefObject<StageEvents>,
): RefObject<StageHandle> {
const handle = useRef<StageHandle>({ replay: () => {}, setPointer: () => {}, burst: () => {} });
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const r: Renderer | null = createRenderer(canvas);
if (!r) {
onFail();
return;
}
const { gl } = r;
const { round, max, floor } = Math;
// Glyph set: printable ASCII + whatever box/block chars the fonts use.
const glyphs: string[] = [];
const lookup: Record<string, number> = Object.create(null);
const addGlyph = (cc: string) => {
if (lookup[cc] !== undefined) return;
lookup[cc] = glyphs.length;
glyphs.push(cc);
};
// printable ASCII covers most styles + anything the user types; the full
// block is for the Banner face
for (let code = 32; code <= 126; code++) addGlyph(String.fromCharCode(code));
for (const cc of "█▓") addGlyph(cc);
addGlyph(" ");
const spaceSlot = lookup[" "];
const slotOf = (cc: string, weight: number) => {
const i = lookup[cc];
return weight * glyphs.length + (i === undefined ? spaceSlot : i);
};
let source: string[] = cfgRef.current.text.split("\n").map((e) => e.replace(/\t/g, " "));
let lastText = cfgRef.current.text;
let target: Target = resolveTarget(cfgRef.current);
let lastTargetKey = targetKey(cfgRef.current);
let lastZoom = cfgRef.current.zoom;
let atlas: GlyphAtlas | null = null;
let grid: FieldGrid | null = null;
let buffers: FieldBuffers | null = null;
let lastCw = -1;
let lastCh = -1;
let ro: ResizeObserver | null = null;
if (typeof ResizeObserver !== "undefined") {
ro = new ResizeObserver(() => {
lastCw = -1;
lastCh = -1;
});
ro.observe(canvas);
}
// ── play only while roughly centered on screen ──
// The rAF loop runs only when the canvas is near the vertical middle of the
// viewport; offscreen it stops entirely (zero per-frame work). Each time it
// re-enters, the entrance replays so the word condenses in as you scroll to
// it. rootMargin shrinks the trigger band to the middle ~30% of the screen.
let visible = true;
let io: IntersectionObserver | null = null;
// ── interaction state (per frame) ──
const pointer = { x: 0, y: 0, active: false };
const trail = makeTrailField();
let velX = 0; // smoothed pointer velocity (normalized units / sec)
let velY = 0;
let prevPx = 0;
let prevPy = 0;
let havePrev = false;
const shocks: Shock[] = [];
function rebuild(cw: number, ch: number) {
const c = cfgRef.current;
const rows = max(8, round(BASE_ROWS / max(0.3, c.zoom)));
atlas = buildAtlas(gl, r!.glyphTex, r!.scratch, glyphs, max(8, round(ch / rows)));
const gridRows = max(target.rows.length, Math.ceil(ch / atlas.inkSize) + 1);
const contentH = gridRows * atlas.inkSize;
const cols = floor(cw / atlas.advance);
grid = {
cols,
rows: gridRows,
inkSize: atlas.inkSize,
vOffset: round((ch - contentH) / 2),
targetX: max(0, round((cols - (target.rows[0]?.length ?? 0)) / 2)),
targetY: max(0, round((gridRows - target.rows.length) / 2)),
};
buffers = makeBuffers(gridRows * cols);
r!.allocCells(buffers);
r!.resizeTargets(cw, ch);
}
let startTime = 0;
let prevTime = 0;
let raf = 0;
let settled = false; // has onSettle fired for the current entrance
let firstFramePainted = false; // has the canvas drawn its first frame
// seconds until the word is fully formed — matches FORMATION_SEC in
// vortex-field (the formation easeOutQuad is ~done by then)
const FORMATION_SETTLE_SEC = 1.8;
// (re)start the loop, resetting timing so the first frame after a pause
// doesn't compute a giant dt from the time spent offscreen.
function startLoop() {
if (raf !== 0) return;
prevTime = 0;
raf = requestAnimationFrame(frame);
}
function stopLoop() {
if (raf !== 0) {
cancelAnimationFrame(raf);
raf = 0;
}
}
handle.current = {
replay: () => {
startTime = 0;
},
setPointer: (p) => {
if (p) {
pointer.x = p.x;
pointer.y = p.y;
pointer.active = true;
} else {
pointer.active = false;
}
},
burst: (x, y) => {
shocks.push({ x, y, age: 0 });
if (shocks.length > 4) shocks.shift();
},
};
function frame(time: number) {
const c = cfgRef.current;
if (c.text !== lastText) {
lastText = c.text;
source = c.text.split("\n").map((e) => e.replace(/\t/g, " "));
lastCw = -1;
}
const tk = targetKey(c);
if (tk !== lastTargetKey) {
lastTargetKey = tk;
target = resolveTarget(c);
lastCw = -1;
startTime = 0; // re-run the entrance so the new word condenses in
}
if (c.zoom !== lastZoom) {
lastZoom = c.zoom;
lastCw = -1;
}
const rect = canvas!.getBoundingClientRect();
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const cw = round(rect.width * dpr);
const ch = round(rect.height * dpr);
if (cw > 0 && ch > 0 && (cw !== lastCw || ch !== lastCh)) {
rebuild(cw, ch);
lastCw = cw;
lastCh = ch;
}
if (grid && atlas && buffers) {
if (startTime === 0) {
startTime = time;
settled = false; // a fresh entrance is beginning
eventsRef?.current?.onFormationStart?.();
}
if (prevTime === 0) prevTime = time; // first frame after a (re)start
const elapsed = time - startTime;
const dt = Math.min(0.05, Math.max(0.001, (time - prevTime) / 1000));
prevTime = time;
// fire onSettle once the word has fully formed (formation ~1)
if (!settled && elapsed * 0.001 >= FORMATION_SETTLE_SEC) {
settled = true;
eventsRef?.current?.onSettle?.();
}
// ── persistent cursor trail: deposit at the pointer, then decay+diffuse ──
if (c.trail) {
if (pointer.active) {
const vSp = 1 - Math.exp(-VEL_SMOOTH * dt);
if (havePrev) {
const instVx = (pointer.x - prevPx) / dt;
const instVy = (pointer.y - prevPy) / dt;
velX += (instVx - velX) * vSp;
velY += (instVy - velY) * vSp;
}
prevPx = pointer.x;
prevPy = pointer.y;
havePrev = true;
depositTrail(trail, pointer.x, pointer.y, velX, velY, dt);
} else {
havePrev = false;
velX *= 1 - (1 - Math.exp(-VEL_SMOOTH * dt));
velY *= 1 - (1 - Math.exp(-VEL_SMOOTH * dt));
}
stepTrail(trail, dt);
}
// ── age + retire shockwaves ──
if (shocks.length) {
for (let i = 0; i < shocks.length; i++) shocks[i].age += dt;
for (let i = shocks.length - 1; i >= 0; i--) {
if (shocks[i].age > SHOCK_LIFE) shocks.splice(i, 1);
}
}
const stops = (c.gradient ? c.inkStops : c.inkStops.slice(0, 1)).map(hexToRgb01);
const paint: InkPaint = {
stops: stops.length ? (stops as [number, number, number][]) : [[1, 1, 1]],
angle: c.gradientAngle,
flow: c.gradient ? (elapsed * 0.001 * c.gradientFlow) : 0,
gradient: c.gradient && stops.length > 1,
mode: c.gradientMode ?? "rows",
};
const bg = hexToRgb01(c.bg);
const count = composeField({
grid,
atlas,
buffers,
source: source.length ? source : [""],
target,
elapsed,
paint,
logo: hexToRgb01(c.logoColor),
slotOf,
trail: c.trail ? trail : undefined,
trailStrength: c.trailStrength,
trailFlare: c.trailFlare ? hexToRgb01(c.trailFlare) : undefined,
shocks: c.shock && shocks.length ? shocks : undefined,
turbulence: c.turbulence,
wavePattern: c.wavePattern,
});
r!.drawField(count, grid, buffers, bg);
r!.drawCrt(elapsed * 0.001, cw, ch, {
scanline: c.scanlines,
aberration: c.aberration,
curvature: c.curvature,
bg,
});
if (!firstFramePainted) {
firstFramePainted = true;
eventsRef?.current?.onFirstFrame?.();
}
}
raf = 0;
if (visible) raf = requestAnimationFrame(frame); // stop entirely if offscreen
}
if (typeof IntersectionObserver !== "undefined") {
io = new IntersectionObserver(
([entry]) => {
const nowVisible = entry.isIntersecting;
if (nowVisible && !visible) {
visible = true;
startTime = 0; // replay the entrance each time it scrolls into the middle
startLoop();
eventsRef?.current?.onVisible?.(true);
} else if (!nowVisible && visible) {
visible = false;
stopLoop();
eventsRef?.current?.onVisible?.(false);
}
},
// only "in view" when the canvas is near the vertical middle of the
// screen: shrink the viewport's effective top/bottom by 35% each.
{ threshold: 0, rootMargin: "-35% 0px -35% 0px" },
);
io.observe(canvas);
// Start hidden until the observer reports; the first callback fires async.
visible = false;
} else {
startLoop();
}
return () => {
stopLoop();
ro?.disconnect();
io?.disconnect();
r.dispose();
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
return handle;
}// The WebGL2 plumbing: compile both programs, allocate the buffers and the
// offscreen framebuffer, and expose two draw calls — drawField (instanced text
// into the FBO) and drawCrt (the post pass to the screen). The React component
// drives this; none of the per-frame math lives here.
import { CRT_VERT, CRT_FRAG, TEXT_VERT, TEXT_FRAG } from "./crt-pass";
import type { FieldBuffers, FieldGrid } from "./vortex-field";
export interface Renderer {
gl: WebGL2RenderingContext;
glyphTex: WebGLTexture;
scratch: HTMLCanvasElement;
resizeTargets: (cw: number, ch: number) => void;
allocCells: (buffers: FieldBuffers) => void;
drawField: (
count: number,
grid: FieldGrid,
buffers: FieldBuffers,
bg: [number, number, number],
) => void;
drawCrt: (
elapsedSec: number,
cw: number,
ch: number,
uniforms: { scanline: number; aberration: number; curvature: number; bg: [number, number, number] },
) => void;
dispose: () => void;
}
/** Returns null if WebGL2 / 2D context / shader compile fails. */
export function createRenderer(canvas: HTMLCanvasElement): Renderer | null {
const gl = canvas.getContext("webgl2", { alpha: true, antialias: false, depth: false });
if (!gl) return null;
gl.disable(gl.DEPTH_TEST);
const scratch = document.createElement("canvas");
if (!scratch.getContext("2d")) return null;
let ok = true;
const compile = (type: number, src: string) => {
const s = gl.createShader(type)!;
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
console.error("swirl shader compile failed:", gl.getShaderInfoLog(s));
ok = false;
}
return s;
};
const link = (vs: WebGLShader, fs: WebGLShader) => {
const p = gl.createProgram()!;
gl.attachShader(p, vs);
gl.attachShader(p, fs);
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
console.error("swirl program link failed:", gl.getProgramInfoLog(p));
ok = false;
}
return p;
};
const crtProg = link(compile(gl.VERTEX_SHADER, CRT_VERT), compile(gl.FRAGMENT_SHADER, CRT_FRAG));
const textProg = link(compile(gl.VERTEX_SHADER, TEXT_VERT), compile(gl.FRAGMENT_SHADER, TEXT_FRAG));
if (!ok) return null;
const C = {
aPos: gl.getAttribLocation(crtProg, "aPos"),
aUv: gl.getAttribLocation(crtProg, "aUv"),
uTex: gl.getUniformLocation(crtProg, "uTex"),
uTime: gl.getUniformLocation(crtProg, "uTime"),
uRes: gl.getUniformLocation(crtProg, "uRes"),
uScanline: gl.getUniformLocation(crtProg, "uScanline"),
uAberration: gl.getUniformLocation(crtProg, "uAberration"),
uCurvature: gl.getUniformLocation(crtProg, "uCurvature"),
uBg: gl.getUniformLocation(crtProg, "uBg"),
};
const T = {
aCorner: gl.getAttribLocation(textProg, "aCorner"),
aBounds: gl.getAttribLocation(textProg, "aBounds"),
aGlyphUv: gl.getAttribLocation(textProg, "aGlyphUv"),
aColor: gl.getAttribLocation(textProg, "aColor"),
uTarget: gl.getUniformLocation(textProg, "uTarget"),
uAtlas: gl.getUniformLocation(textProg, "uAtlas"),
};
const posBuf = gl.createBuffer()!;
const uvBuf = gl.createBuffer()!;
const cornerBuf = gl.createBuffer()!;
const boundsBuf = gl.createBuffer()!;
const glyphUvBuf = gl.createBuffer()!;
const colorBuf = gl.createBuffer()!;
const glyphTex = gl.createTexture()!;
const textTex = gl.createTexture()!;
const fbo = gl.createFramebuffer()!;
gl.bindBuffer(gl.ARRAY_BUFFER, posBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, 1, 1, 1, -1, -1, 1, -1]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 1, 1, 1, 0, 0, 1, 0]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, cornerBuf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW);
const configureTex = (tex: WebGLTexture) => {
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
};
configureTex(glyphTex);
configureTex(textTex);
const allocStream = (buffer: WebGLBuffer, data: Float32Array) => {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data.byteLength, gl.DYNAMIC_DRAW);
};
const streamAttr = (buffer: WebGLBuffer, data: Float32Array, loc: number) => {
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, data);
gl.vertexAttribPointer(loc, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(loc);
gl.vertexAttribDivisor(loc, 1);
};
return {
gl,
glyphTex,
scratch,
resizeTargets(cw, ch) {
canvas.width = cw;
canvas.height = ch;
gl.bindTexture(gl.TEXTURE_2D, textTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, cw, ch, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textTex, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
},
allocCells(buffers) {
allocStream(boundsBuf, buffers.bounds);
allocStream(glyphUvBuf, buffers.glyphUvs);
allocStream(colorBuf, buffers.colors);
},
drawField(count, grid, buffers, bg) {
void grid;
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.viewport(0, 0, canvas.width, canvas.height);
gl.disable(gl.DEPTH_TEST);
gl.clearColor(bg[0], bg[1], bg[2], 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(textProg);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, glyphTex);
gl.uniform1i(T.uAtlas, 0);
gl.uniform2f(T.uTarget, canvas.width, canvas.height);
gl.bindBuffer(gl.ARRAY_BUFFER, cornerBuf);
gl.vertexAttribPointer(T.aCorner, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(T.aCorner);
gl.vertexAttribDivisor(T.aCorner, 0);
streamAttr(boundsBuf, buffers.bounds.subarray(0, count * 4), T.aBounds);
streamAttr(glyphUvBuf, buffers.glyphUvs.subarray(0, count * 4), T.aGlyphUv);
streamAttr(colorBuf, buffers.colors.subarray(0, count * 4), T.aColor);
gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, count);
gl.vertexAttribDivisor(T.aBounds, 0);
gl.vertexAttribDivisor(T.aGlyphUv, 0);
gl.vertexAttribDivisor(T.aColor, 0);
},
drawCrt(elapsedSec, cw, ch, u) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, cw, ch);
gl.disable(gl.BLEND);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(crtProg);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textTex);
gl.bindBuffer(gl.ARRAY_BUFFER, posBuf);
gl.vertexAttribPointer(C.aPos, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(C.aPos);
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuf);
gl.vertexAttribPointer(C.aUv, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(C.aUv);
gl.uniform1i(C.uTex, 0);
gl.uniform1f(C.uTime, elapsedSec);
gl.uniform2f(C.uRes, cw, ch);
gl.uniform1f(C.uScanline, u.scanline);
gl.uniform1f(C.uAberration, u.aberration);
gl.uniform1f(C.uCurvature, u.curvature);
gl.uniform3f(C.uBg, u.bg[0], u.bg[1], u.bg[2]);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
},
dispose() {
// Intentionally NOT calling WEBGL_lose_context().loseContext(): under
// React Strict Mode the effect mounts → cleans up → remounts on the same
// <canvas>, and force-losing the context left the remount with a dead one
// (the swirl only appeared after a hard reload). Let GC reclaim it.
},
};
}// Glyph atlas: we rasterize every character we might draw ONCE into a hidden 2D
// canvas, then hand that canvas to the GPU as a single texture. After that,
// drawing N letters is N UV lookups into one image instead of N canvas writes —
// which is the whole reason the field can be thousands of cells and still hold
// 60fps.
//
// Two weights are baked (regular + bold) so the resolving word can fade in a
// bolder stroke over the background swirl without a second atlas.
export const WEIGHT_REGULAR = 0;
export const WEIGHT_BOLD = 1;
export const WEIGHT_COUNT = 2;
export interface GlyphAtlas {
/** Rasterization pixel size (also the cell font-size). */
inkSize: number;
/** Advance width of one monospace cell. */
advance: number;
cellW: number;
cellH: number;
baseline: number;
pad: number;
/** [u0,v0,u1,v1] per (weight*glyphCount + glyphIndex). */
uvs: number[][];
canvas: HTMLCanvasElement;
}
/**
* Build the atlas for a given ink size over the supplied glyph list, uploading
* it into `tex`. The caller owns the GL context and the glyph ordering.
*/
export function buildAtlas(
gl: WebGL2RenderingContext,
tex: WebGLTexture,
scratch: HTMLCanvasElement,
glyphs: string[],
inkSize: number,
): GlyphAtlas {
const { max, ceil, sqrt, floor } = Math;
const ctx = scratch.getContext("2d")!;
const baseFont = `${inkSize}px monospace`;
ctx.font = baseFont;
ctx.textBaseline = "alphabetic";
ctx.textAlign = "left";
const advance = ctx.measureText("M").width;
// measure the tallest ascent/descent across both weights so every cell fits
let asc = 0;
let desc = 0;
for (let w = 0; w < WEIGHT_COUNT; w++) {
ctx.font = w === WEIGHT_BOLD ? `bold ${baseFont}` : baseFont;
for (const g of glyphs) {
const m = ctx.measureText(g);
asc = max(asc, m.actualBoundingBoxAscent || inkSize * 0.8);
desc = max(desc, m.actualBoundingBoxDescent || inkSize * 0.25);
}
}
const pad = max(2, ceil(inkSize * 0.18));
const cellW = max(1, ceil(advance + pad * 2));
const cellH = max(1, ceil(asc + desc + pad * 2));
const baseline = pad + ceil(asc);
const count = glyphs.length * WEIGHT_COUNT;
const cols = ceil(sqrt(count));
const rows = ceil(count / cols);
scratch.width = cols * cellW;
scratch.height = rows * cellH;
ctx.clearRect(0, 0, scratch.width, scratch.height);
ctx.fillStyle = "#ffffff";
ctx.textBaseline = "alphabetic";
ctx.textAlign = "left";
const uvs: number[][] = new Array(count);
for (let w = 0; w < WEIGHT_COUNT; w++) {
ctx.font = w === WEIGHT_BOLD ? `bold ${baseFont}` : baseFont;
for (let i = 0; i < glyphs.length; i++) {
const idx = w * glyphs.length + i;
const cx = (idx % cols) * cellW;
const cy = floor(idx / cols) * cellH;
ctx.fillText(glyphs[i], cx + pad, cy + baseline);
uvs[idx] = [
cx / scratch.width,
cy / scratch.height,
(cx + cellW) / scratch.width,
(cy + cellH) / scratch.height,
];
}
}
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, scratch);
return { inkSize, advance, cellW, cellH, baseline, pad, uvs, canvas: scratch };
}// The vortex field: a dense grid of monospace cells. Every frame each cell's
// position is rotated around the center by a twist that grows toward the middle
// (fast core, still rim — that gradient is the whirlpool), then the source text
// is sampled at the rotated coordinate. Where a cell lands inside the target
// word's stencil, its character is pulled toward the word so the name condenses
// out of the soup.
//
// Renamed and re-derived from a study of Midjourney Medical's ASCII intro; the
// twist falloff here is our own smoothstep core rather than a raw 1/dist.
import {
WEIGHT_REGULAR,
WEIGHT_BOLD,
type GlyphAtlas,
} from "./glyph-atlas";
import { sampleTrail, type TrailField } from "./trail-field";
// ---- tuning ----
/** Base angular speed; the falloff below scales it up toward the core. */
export const TWIST_RATE = 0.1;
/** Floor on the radius so the very center doesn't spin to infinity. */
export const CORE_FLOOR = 0.1;
/** Seconds for the word to fully condense out of the field. Long enough that the
* crossfade entrance clearly reads, short enough not to drag on each keystroke. */
export const FORMATION_SEC = 1.8;
/** How wide the letter-body halo is when carving the stencil. */
export const STENCIL_HALO = 4;
/** Sampling stays in [-1,1] so columns map cleanly onto the grid width. */
export const FIELD_EXTENT = 1.0;
const SPACE = " ";
const easeOutQuad = (t: number) => t * (2 - t);
const mix = (a: number, b: number, t: number) => a * (1 - t) + b * t;
const clamp01 = (v: number) => (v < 0 ? 0 : v > 1 ? 1 : v);
// The twist a cell receives, given its distance from the center: strong at the
// core, fading toward the rim. Expressed as TWIST_RATE over the (floored)
// radius — the floor stops the center spinning to infinity.
const twistAt = (spin: number, dist: number) =>
(spin * TWIST_RATE) / Math.max(CORE_FLOOR, dist);
/**
* The target word laid out as 5+ rows of ASCII, plus a stencil marking which
* cells belong to the letter bodies (so the morph knows what to carve).
*/
export interface Target {
rows: string[];
stencil: boolean[][];
}
/** Build the body stencil around a word's glyph cells (incl. interior counters). */
export function carveStencil(rows: string[]): boolean[][] {
const w = Math.max(0, ...rows.map((l) => l.length));
return rows.map((line) => {
const isInk = (x: number) => x >= 0 && x < w && line[x] !== undefined && line[x] !== " ";
return Array.from({ length: w }, (_u, x) => {
if (isInk(x) || isInk(x - 1) || isInk(x + 1)) return true;
// a cell sitting inside a letter counter (ink on both sides) still belongs
let left = false;
let right = false;
for (let d = 1; d <= STENCIL_HALO; d++) {
if (isInk(x - d)) left = true;
if (isInk(x + d)) right = true;
}
return left && right;
});
});
}
export function makeTarget(rows: string[]): Target {
const w = Math.max(0, ...rows.map((l) => l.length));
const padded = rows.map((l) => l.padEnd(w, " "));
return { rows: padded, stencil: carveStencil(padded) };
}
/** A reusable cell buffer the composer fills each frame. */
export interface FieldBuffers {
bounds: Float32Array;
glyphUvs: Float32Array;
colors: Float32Array;
}
export function makeBuffers(maxCells: number): FieldBuffers {
return {
bounds: new Float32Array(maxCells * 4),
glyphUvs: new Float32Array(maxCells * 4),
colors: new Float32Array(maxCells * 4),
};
}
export interface FieldGrid {
cols: number;
rows: number;
inkSize: number;
vOffset: number;
targetX: number;
targetY: number;
}
/** Per-cell ink color. Flat color, or a gradient sampled across the field. */
// ---- ink: a flowing multi-stop gradient sampled per cell ----
/**
* How the stops are mapped onto the field:
* - "rows": hue follows the SOURCE row each character was pulled from, so a
* letter carries its color as the vortex flings it around — the
* rainbow spirals with the swirl instead of sitting still.
* - "axis": the legacy flat screen-space gradient (a fixed sheet the letters
* slide across). Kept for the simple look.
*/
export type InkMode = "rows" | "axis";
export interface InkPaint {
/** Ordered color stops in 0..1 RGB. One stop = flat fill. */
stops: [number, number, number][];
/** Gradient axis direction in radians (0 = left→right). Used by "axis" mode. */
angle: number;
/** Phase the bands have drifted (animated by the caller). */
flow: number;
/** When false, every cell is stops[0]. */
gradient: boolean;
/** Which mapping to use (defaults to "rows" when gradient is on). */
mode: InkMode;
}
// ---- depth layers stacked on top of the base hue ----
/** Max ± hue offset a single cell can drift, in stop-space (so neighbours
* shimmer between adjacent colors instead of matching exactly). */
const HUE_DRIFT = 0.12;
/** How fast each cell's drift cycles. */
const HUE_DRIFT_SPEED = 0.6;
/** Brightness floor for the slowest (rim) cells; the fast core reaches 1. */
const SPEED_DIM = 0.55;
// sample the stop ramp as a closed loop at position t (any real; wrapped to 0..1)
function rampAt(stops: [number, number, number][], t: number): [number, number, number] {
t = t - Math.floor(t); // 0..1 wrapped
const seg = t * stops.length;
const i = Math.floor(seg) % stops.length;
const j = (i + 1) % stops.length;
const f = seg - Math.floor(seg);
const a = stops[i];
const b = stops[j];
return [mix(a[0], b[0], f), mix(a[1], b[1], f), mix(a[2], b[2], f)];
}
/** A click shockwave: an expanding ring that displaces the cells it crosses. */
export interface Shock {
/** Origin in normalized field units (-1..1). */
x: number;
y: number;
/** Seconds since the click (the caller ages this). */
age: number;
}
// cursor-trail tuning. The trail is a persistent heat+flow field (see
// trail-field.ts); here we turn a cell's local heat into two layers:
// 1. a directional WAKE — push the cell along the remembered flow direction
// 2. a local SWIRL-UP — add to the cell's twist so hot regions spin faster
// Both scale per cell by heat, so a faint lingering trail keeps nudging and
// churning the soup long after the cursor has gone.
const WAKE_PUSH = 0.34; // max wake displacement at full heat (half-field units)
const SWIRL_GAIN = 4.5; // extra spin multiplier per unit heat (strong churn)
const TRAIL_NOISE = 0.9; // per-cell variation so the wake isn't a uniform slab
const FLARE_GAIN = 2.4; // how hard heat drives the color flare (clamped to 1)
// shockwave tuning
const SHOCK_SPEED = 1.4; // ring radius growth per second (field units)
const SHOCK_WIDTH = 0.13; // ring thickness
const SHOCK_PUSH = 0.12; // radial shove at the ring crest (gentle)
const SHOCK_FADE = 1.9; // exp decay per second
// deterministic per-cell hash → 0..1 (so a cell's noise is stable frame to frame)
const cellHash = (col: number, row: number) => {
const n = Math.sin(col * 127.1 + row * 311.7) * 43758.5453;
return n - Math.floor(n);
};
// Where this cell sits on the color ramp BEFORE the depth layers. "rows" keys
// off the source row (color travels with the letter); "axis" is the old
// screen-space projection.
interface PaintSample {
/** Final screen position (-1..1), for the legacy axis mode. */
fx: number;
fy: number;
/** Source row this character came from, normalized 0..1 (for "rows"). */
srcRow: number;
/** Stable per-cell hash 0..1, for the per-letter hue drift. */
jitter: number;
/** Swirl speed at this cell 0..1 (1 = fast core), for speed brightness. */
speed: number;
/** Animation phase in seconds, for the drift cycle. */
time: number;
}
function paintAt(paint: InkPaint, s: PaintSample): [number, number, number] {
const stops = paint.stops;
if (!paint.gradient || stops.length < 2) return stops[0];
// ── base hue position on the ramp ──
let t: number;
if (paint.mode === "axis") {
const ca = Math.cos(paint.angle);
const sa = Math.sin(paint.angle);
t = (s.fx * ca + s.fy * sa) * 0.5 + 0.5 + paint.flow;
} else {
// rows: each source line maps to a point on the loop, drifting by flow
t = s.srcRow + paint.flow;
}
// ── layer 1: per-letter hue drift — a slow ± wobble unique to each cell, so
// neighbours shimmer between adjacent colors instead of matching exactly ──
t += Math.sin(s.time * HUE_DRIFT_SPEED + s.jitter * Math.PI * 2) * HUE_DRIFT * s.jitter;
const rgb = rampAt(stops, t);
// ── layer 2: speed brightness — the fast-spinning core renders full, the slow
// rim dims toward SPEED_DIM, so the swirl's energy reads in the color ──
const bright = mix(SPEED_DIM, 1, s.speed);
return [rgb[0] * bright, rgb[1] * bright, rgb[2] * bright];
}
function pushCell(
buf: FieldBuffers,
atlas: GlyphAtlas,
glyphSlot: number,
x: number,
baseline: number,
rgb: [number, number, number],
alpha: number,
state: { count: number },
) {
if (alpha <= 0) return;
const o = state.count * 4;
const uv = atlas.uvs[glyphSlot];
buf.bounds[o] = x - atlas.pad;
buf.bounds[o + 1] = baseline - atlas.baseline;
buf.bounds[o + 2] = x - atlas.pad + atlas.cellW;
buf.bounds[o + 3] = baseline - atlas.baseline + atlas.cellH;
buf.glyphUvs[o] = uv[0];
buf.glyphUvs[o + 1] = uv[1];
buf.glyphUvs[o + 2] = uv[2];
buf.glyphUvs[o + 3] = uv[3];
buf.colors[o] = rgb[0];
buf.colors[o + 1] = rgb[1];
buf.colors[o + 2] = rgb[2];
buf.colors[o + 3] = alpha;
state.count++;
}
export interface ComposeArgs {
grid: FieldGrid;
atlas: GlyphAtlas;
buffers: FieldBuffers;
source: string[];
target: Target;
/** ms since the formation (re)started. */
elapsed: number;
paint: InkPaint;
/** Color of the resolved logo word in 0..1 RGB (independent of the swirl ink). */
logo: [number, number, number];
/** Glyph index lookup (resolves a character to its atlas slot, per weight). */
slotOf: (ch: string, weight: number) => number;
/** Persistent cursor trail: drives the directional wake + local swirl-up. */
trail?: TrailField;
/** Overall trail intensity multiplier (1 = default). */
trailStrength?: number;
/** Color hot trail cells flare toward (0..1 RGB); omit for no color flare. */
trailFlare?: [number, number, number];
/** Active click shockwaves (optional). */
shocks?: Shock[];
/** Sustained ambient wave distortion, 0..1 (a permanent rippling). */
turbulence?: number;
/** Which ambient wave shape to use (defaults to "wavefront"). */
wavePattern?: WavePattern;
}
/**
* Fill the buffers for this frame and return how many cells were written. The
* caller uploads `buffers` and issues one instanced draw of `count` quads.
*
* The swirl sampling is unchanged from the faithful rebuild; the cursor bend and
* click shockwaves are applied AFTER, as a positional displacement on each
* cell's screen position — so the letters physically shove around the pointer
* and ripple out from a click, rather than the whole field shifting.
*/
// ── ambient wave: a sustained displacement pattern over the whole field. The
// strength is `turbulence` (0..1); the shape is `wavePattern`. ──
export type WavePattern = "wavefront" | "ripples" | "flow" | "cloth";
const WAVE_AMP = 0.16; // max displacement at turbulence = 1
const WAVE_FREQ = 2.4; // spatial frequency
const WAVE_SPEED = 0.9; // travel speed
const WAVE_DIR = Math.PI * 0.15; // wavefront travel direction (radians)
// cheap value noise (hash-lerp) for the "flow" pattern — smooth, scrolling,
// non-repeating. Not Perlin, but plenty for a soft drift.
const vnoise = (x: number, y: number): number => {
const xi = Math.floor(x);
const yi = Math.floor(y);
const xf = x - xi;
const yf = y - yi;
const h = (a: number, b: number) => {
const n = Math.sin(a * 127.1 + b * 311.7) * 43758.5453;
return n - Math.floor(n);
};
const u = xf * xf * (3 - 2 * xf);
const v = yf * yf * (3 - 2 * yf);
const a = h(xi, yi);
const b = h(xi + 1, yi);
const c = h(xi, yi + 1);
const d = h(xi + 1, yi + 1);
return (a + (b - a) * u + (c - a) * v + (a - b - c + d) * u * v) * 2 - 1; // -1..1
};
export function composeField(args: ComposeArgs): number {
const { grid, atlas, buffers, source, target, elapsed, paint, logo, slotOf, trail, shocks, turbulence } = args;
const wavePattern = args.wavePattern ?? "wavefront";
const trailStrength = args.trailStrength ?? 1;
const flare = args.trailFlare;
const { sin, cos, sqrt, floor, round, exp, max, PI } = Math;
const spin = elapsed * 0.001;
const turbOn = !!turbulence && turbulence > 0.001;
const tWave = elapsed * 0.001 * WAVE_SPEED;
const waveDirX = cos(WAVE_DIR);
const waveDirY = sin(WAVE_DIR);
const formation = easeOutQuad(clamp01((elapsed * 0.001) / FORMATION_SEC));
// Highlight tracks the logo color instead of being hardcoded white: nudge it
// toward whichever end is "further" so a dark logo gets a soft sheen and a
// light logo a faint lift — never a white wash that breaks on light bgs.
const lum = 0.299 * logo[0] + 0.587 * logo[1] + 0.114 * logo[2];
const hi: [number, number, number] = lum < 0.5
? [mix(logo[0], 1, 0.5), mix(logo[1], 1, 0.5), mix(logo[2], 1, 0.5)] // lighten dark logo
: [mix(logo[0], 0, 0.35), mix(logo[1], 0, 0.35), mix(logo[2], 0, 0.35)]; // darken light logo
const lines = source;
const tw = target.rows;
const tWidth = tw[0]?.length ?? 0;
const state = { count: 0 };
const trailOn = !!trail;
const ts = { heat: 0, fx: 0, fy: 0 }; // reused per-cell trail sample
const shockOn = !!shocks && shocks.length > 0;
// px per normalized HALF-unit, per axis (the canvas is not square, so x and y
// get their own scale or the push would skew on one axis).
const halfW = (grid.cols * atlas.advance) / 2;
const halfH = (grid.rows * grid.inkSize) / 2;
for (let row = 0; row < grid.rows; row++) {
const y = (1 - (row * 2) / grid.rows) * FIELD_EXTENT;
const baseline = grid.vOffset + row * grid.inkSize;
// screen-normalized y (-1..1, y-down) for displacement math
const sny = (row + 0.5) / grid.rows * 2 - 1;
for (let col = 0; col < grid.cols; col++) {
const x = ((col * 2) / grid.cols - 1) * FIELD_EXTENT;
const snx = (col + 0.5) / grid.cols * 2 - 1; // screen-normalized x (y-down)
const dist = sqrt(x * x + y * y);
// Sample the persistent cursor trail once (heat + remembered flow). The
// heat locally spins the whirlpool up so a touched region keeps churning.
let heat = 0;
if (trailOn) {
sampleTrail(trail!, snx, sny, ts);
heat = ts.heat;
}
const twist = twistAt(spin, dist) * (1 + SWIRL_GAIN * heat * trailStrength);
const s = sin(twist);
const cse = cos(twist);
const rx = x * cse + y * s;
const ry = x * s - y * cse;
// Sample the source: rows cycle through the prompt lines; the column
// indexes DIRECTLY into the line so where a line runs out the cell is
// blank — that ragged edge is what keeps the field open and airy.
const sampleCol = floor(((rx + 1) / 2) * grid.cols);
const sampleRow = floor(((ry + 1) / 2) * grid.rows);
const srcLine = lines[((sampleRow % lines.length) + lines.length) % lines.length] ?? "";
let ch = sampleCol >= 0 && sampleCol < srcLine.length ? srcLine[sampleCol] ?? SPACE : SPACE;
// The name reads by NEGATIVE space: inside the logo footprint (the
// stencil) the soup is cleared so letters never show through the word, and
// the figlet's own glyph cells morph from the soup char toward the target
// char as the formation ramps in (the entrance).
let resolved = SPACE;
const tx = col - grid.targetX;
const ty = row - grid.targetY;
const inTarget = tx >= 0 && tx < tWidth && ty >= 0 && ty < tw.length;
// The whole logo footprint (every stencil cell, not just glyph cells) is
// held rigid: no displacement reaches it, so the name never warps while the
// soup around it bends, shocks and churns.
const inLogo = inTarget && !!target.stencil[ty]?.[tx];
if (inLogo) {
const wordChar = tw[ty][tx];
if (wordChar && wordChar !== " ") {
ch = String.fromCharCode(
round(mix(ch.charCodeAt(0), wordChar.charCodeAt(0), formation)),
);
resolved = ch;
} else if (formation > 0.5) {
ch = SPACE; // counter / halo cell clears once the word has formed
}
}
if (ch === SPACE && resolved === SPACE) continue;
// ── positional displacement: cursor wake + click shockwaves ──
// Worked entirely in SCREEN-normalized space (-1..1, y-down) so the trail /
// click coordinates line up exactly with where the letters are.
let dx = 0;
let dy = 0;
// Directional WAKE: push the cell along the trail's remembered flow,
// scaled by heat, with per-cell noise so it isn't a uniform slab. Because
// the trail lingers, this keeps nudging long after the cursor has left.
if (trailOn && !inLogo && heat > 0.001) {
const noise = 1 + (cellHash(col, row) - 0.5) * TRAIL_NOISE;
const push = WAKE_PUSH * heat * trailStrength * noise;
dx += ts.fx * push;
dy += ts.fy * push;
// a swirl curl: also nudge perpendicular to the flow so the wake twists
// into the vortex instead of just streaking straight — more alive
dx += -ts.fy * push * 0.5;
dy += ts.fx * push * 0.5;
}
if (shockOn && !inLogo) {
for (let k = 0; k < shocks!.length; k++) {
const sh = shocks![k];
const ox = snx - sh.x;
const oy = sny - sh.y;
const r = sqrt(ox * ox + oy * oy);
const ringR = sh.age * SHOCK_SPEED;
const d = (r - ringR) / SHOCK_WIDTH;
const crest = exp(-d * d) * exp(-sh.age * SHOCK_FADE);
if (crest > 0.002) {
const inv = 1 / max(0.0001, r);
const push = SHOCK_PUSH * crest;
dx += ox * inv * push;
dy += oy * inv * push;
}
}
}
if (turbOn && !inLogo) {
const a = WAVE_AMP * turbulence!;
if (wavePattern === "wavefront") {
// a directional crest sweeps across the field; cells lift along the
// travel direction as the front passes (water / flag)
const phase = (snx * waveDirX + sny * waveDirY) * WAVE_FREQ * PI - tWave * PI;
const w = sin(phase);
dx += a * w * waveDirX;
dy += a * w * waveDirY;
} else if (wavePattern === "ripples") {
// endless concentric rings radiating from the center (pond breathing)
const r = sqrt(snx * snx + sny * sny);
const w = sin(r * WAVE_FREQ * PI * 1.6 - tWave * PI);
const inv = 1 / max(0.08, r);
dx += a * w * snx * inv;
dy += a * w * sny * inv;
} else if (wavePattern === "flow") {
// drift each cell along a scrolling noise field (ink / smoke)
const nx = vnoise(snx * 1.6 + tWave * 0.4, sny * 1.6);
const ny = vnoise(sny * 1.6 - tWave * 0.4 + 7.3, snx * 1.6 + 3.1);
dx += a * 1.4 * nx;
dy += a * 1.4 * ny;
} else {
// cloth: columns sway side-to-side, phase increasing down the rows, so
// the field ripples like a banner in a breeze
dx += a * 1.3 * sin(sny * WAVE_FREQ * PI * 0.9 + tWave * PI * 1.2);
dy += a * 0.35 * sin(snx * WAVE_FREQ * PI + tWave * PI);
}
}
const px = col * atlas.advance + dx * halfW;
const by = baseline + dy * halfH;
const fx = (col * 2) / grid.cols - 1;
const fy = 1 - (row * 2) / grid.rows;
// color by the SOURCE row (so it travels with the letter), shimmered by a
// per-cell drift and brightened by how fast this cell is spinning.
const srcRow = floor(((ry + 1) / 2) * grid.rows);
const rgb = paintAt(paint, {
fx,
fy,
srcRow: (((srcRow % grid.rows) + grid.rows) % grid.rows) / grid.rows,
jitter: cellHash(col, row),
speed: clamp01(1 - dist),
time: spin,
});
// COLOR FLARE: hot trail cells glow toward the flare color, so dragging
// lights up a visible, lingering path (the trail reads as light + heat).
let cellRgb = rgb;
if (flare && heat > 0.001 && !inLogo) {
const t = clamp01(heat * FLARE_GAIN * trailStrength);
cellRgb = [mix(rgb[0], flare[0], t), mix(rgb[1], flare[1], t), mix(rgb[2], flare[2], t)];
}
if (ch !== SPACE) {
pushCell(buffers, atlas, slotOf(ch, WEIGHT_REGULAR), px, by, cellRgb, 1, state);
}
if (resolved !== SPACE) {
// the forming letter fades in over the morphing char, in the LOGO color
// plus a sheen derived from it (not pure white, so light themes read)
pushCell(buffers, atlas, slotOf(resolved, WEIGHT_BOLD), px, by, logo, formation, state);
pushCell(buffers, atlas, slotOf(resolved, WEIGHT_BOLD), px, by, hi, formation * 0.5, state);
}
}
}
return state.count;
}// A persistent "trail" the cursor leaves on the swirl. It is a low-res grid that
// remembers, per cell, how much the pointer has disturbed that spot (heat) and
// which way it was moving when it did (a flow direction). Heat barely fades, so
// a path you trace lingers almost indefinitely — but each deposit is tiny, so it
// stays a faint, slowly-churning trace rather than a bright smear.
//
// The grid is a fixed resolution in normalized field space (-1..1 on both axes),
// independent of the canvas size, so it survives resizes. composeField samples it
// per cell to drive a directional wake (push along the remembered flow) and a
// local swirl-up (extra spin where it is hot).
export const TRAIL_W = 72;
export const TRAIL_H = 40;
// ── tuning ── kept deliberately weak: the trail is near-permanent, so a small
// per-frame deposit accumulates into a faint, lingering trace rather than a
// bright smear. HEAT_MAX caps how strong a hammered spot can ever get.
const DEPOSIT_RADIUS = 0.15; // Gaussian radius of a single deposit (field units)
const DEPOSIT_BASE = 0.05; // heat laid down per second just by hovering
const DEPOSIT_SPEED = 0.8; // extra heat scaled by pointer speed
const HEAT_MAX = 0.7; // clamp: headroom for a strong, visible trail
const DECAY_PER_SEC = 0.025; // near-permanent: ~2.5% of the heat fades per second
const DIFFUSE = 0.12; // per-frame blur so trails soften into pools
const FLOW_BLEND = 0.25; // how fast a cell adopts the latest pointer direction
export interface TrailField {
heat: Float32Array; // TRAIL_W * TRAIL_H, 0..HEAT_MAX
flowX: Float32Array; // remembered pointer direction per cell, -1..1
flowY: Float32Array;
tmp: Float32Array; // scratch for diffusion
}
export function makeTrailField(): TrailField {
const n = TRAIL_W * TRAIL_H;
return {
heat: new Float32Array(n),
flowX: new Float32Array(n),
flowY: new Float32Array(n),
tmp: new Float32Array(n),
};
}
export function clearTrail(t: TrailField) {
t.heat.fill(0);
t.flowX.fill(0);
t.flowY.fill(0);
}
// normalized (-1..1) → grid index helpers
const toGX = (nx: number) => ((nx + 1) / 2) * (TRAIL_W - 1);
const toGY = (ny: number) => ((ny + 1) / 2) * (TRAIL_H - 1);
/**
* Deposit heat + flow at the pointer. `nx,ny` are normalized field coords
* (-1..1, y-down to match screen). `vx,vy` is the pointer velocity (same units
* per second); its magnitude scales the deposit and its direction is stored.
*/
export function depositTrail(
t: TrailField,
nx: number,
ny: number,
vx: number,
vy: number,
dt: number,
) {
const speed = Math.min(3, Math.hypot(vx, vy));
const amount = (DEPOSIT_BASE + DEPOSIT_SPEED * speed) * dt;
const dirLen = Math.hypot(vx, vy) || 1;
const dirX = vx / dirLen;
const dirY = vy / dirLen;
const gx = toGX(nx);
const gy = toGY(ny);
const rx = DEPOSIT_RADIUS * (TRAIL_W / 2);
const ry = DEPOSIT_RADIUS * (TRAIL_H / 2);
const x0 = Math.max(0, Math.floor(gx - rx * 2));
const x1 = Math.min(TRAIL_W - 1, Math.ceil(gx + rx * 2));
const y0 = Math.max(0, Math.floor(gy - ry * 2));
const y1 = Math.min(TRAIL_H - 1, Math.ceil(gy + ry * 2));
for (let y = y0; y <= y1; y++) {
for (let x = x0; x <= x1; x++) {
const ddx = (x - gx) / rx;
const ddy = (y - gy) / ry;
const fall = Math.exp(-(ddx * ddx + ddy * ddy));
if (fall < 0.01) continue;
const i = y * TRAIL_W + x;
t.heat[i] = Math.min(HEAT_MAX, t.heat[i] + amount * fall);
// ease the stored flow toward the current direction, weighted by deposit
const w = FLOW_BLEND * fall;
t.flowX[i] += (dirX - t.flowX[i]) * w;
t.flowY[i] += (dirY - t.flowY[i]) * w;
}
}
}
/** Decay (near-permanent) + a light box blur so heat diffuses into soft pools. */
export function stepTrail(t: TrailField, dt: number) {
const keep = Math.exp(-DECAY_PER_SEC * dt);
const { heat, tmp } = t;
// 4-neighbour blur into tmp, then lerp back by DIFFUSE and apply decay
for (let y = 0; y < TRAIL_H; y++) {
for (let x = 0; x < TRAIL_W; x++) {
const i = y * TRAIL_W + x;
const l = x > 0 ? heat[i - 1] : heat[i];
const rr = x < TRAIL_W - 1 ? heat[i + 1] : heat[i];
const u = y > 0 ? heat[i - TRAIL_W] : heat[i];
const d = y < TRAIL_H - 1 ? heat[i + TRAIL_W] : heat[i];
tmp[i] = (l + rr + u + d) * 0.25;
}
}
for (let i = 0; i < heat.length; i++) {
heat[i] = (heat[i] + (tmp[i] - heat[i]) * DIFFUSE) * keep;
}
}
/** Bilinear-sample heat + flow at normalized coords. Returns into `out`. */
export function sampleTrail(
t: TrailField,
nx: number,
ny: number,
out: { heat: number; fx: number; fy: number },
) {
const gx = toGX(nx);
const gy = toGY(ny);
const x0 = Math.max(0, Math.min(TRAIL_W - 1, Math.floor(gx)));
const y0 = Math.max(0, Math.min(TRAIL_H - 1, Math.floor(gy)));
const x1 = Math.min(TRAIL_W - 1, x0 + 1);
const y1 = Math.min(TRAIL_H - 1, y0 + 1);
const tx = gx - x0;
const ty = gy - y0;
const i00 = y0 * TRAIL_W + x0;
const i10 = y0 * TRAIL_W + x1;
const i01 = y1 * TRAIL_W + x0;
const i11 = y1 * TRAIL_W + x1;
const lerp = (a: number, b: number, f: number) => a + (b - a) * f;
const bi = (arr: Float32Array) =>
lerp(lerp(arr[i00], arr[i10], tx), lerp(arr[i01], arr[i11], tx), ty);
out.heat = bi(t.heat);
out.fx = bi(t.flowX);
out.fy = bi(t.flowY);
}// The CRT post pass and the instanced-text pass, as GLSL strings + the named
// constants that tune them. Keeping the shaders here (instead of inline in the
// React component) means the playground file reads as orchestration, and the
// "feel" numbers live in one place where they're documented as decisions.
// ---- tuning constants (named so they read as choices, not copied dust) ----
/** How hard the barrel bulge pushes at full curvature. */
export const BARREL_GAIN = 0.1;
/** Inward pinch that pairs with the bulge to keep the frame square-ish. */
export const BARREL_PINCH = 0.085;
/** Edge-weighted term so the bulge grows toward the corners. */
export const BARREL_EDGE = 0.05;
/** RGB split distance per aberration unit, in UV. */
export const ABERRATION_UV = 0.0028;
/** Vignette darkening at the corners (0 = none). */
export const VIGNETTE = 0.7;
/** Filmic exposure before the tonemap; >1 lifts midtones. */
export const TONEMAP_EXPOSURE = 2.2;
/** Seconds for the curvature to ease in from flat at load. */
export const CURVE_RAMP_SEC = 3.0;
// ---- fullscreen CRT pass over the rendered-text texture ----
export const CRT_FRAG = `#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec2 vUv;
uniform sampler2D uTex;
uniform float uTime;
uniform vec2 uRes;
uniform float uScanline;
uniform float uAberration;
uniform float uCurvature;
uniform vec3 uBg;
float easeOutQuad(float t){ return t*(2.0-t); }
void main(){
float prog = min(uTime / ${CRT_NUM(CURVE_RAMP_SEC)}, 1.0);
float curve = easeOutQuad(prog) * uCurvature;
vec2 c = vUv * 2.0 - 1.0;
c *= 1.0 + ${CRT_NUM(BARREL_GAIN)} * curve;
c *= 1.0 - ${CRT_NUM(BARREL_PINCH)} * curve + ${CRT_NUM(BARREL_EDGE)} * curve * pow(abs(c.yx), vec2(2.0));
c = c * 0.5 + 0.5;
if (c.x < 0.0 || c.x > 1.0 || c.y < 0.0 || c.y > 1.0){ gl_FragColor = vec4(uBg, 1.0); return; }
float d = uAberration * ${CRT_NUM(ABERRATION_UV)};
float r = texture2D(uTex, vec2(c.x + d, c.y)).r;
float g = texture2D(uTex, c).g;
float b = texture2D(uTex, vec2(c.x - d, c.y)).b;
vec3 col = vec3(r, g, b);
// How light the background is (0 = black, 1 = white). The CRT darkening tricks
// (vignette toward black, filmic tonemap) are tuned for a dark tube and leave
// a grey halo on a light field, so we fade them out as the bg gets lighter.
float bgLum = dot(uBg, vec3(0.299, 0.587, 0.114));
float darkMode = 1.0 - smoothstep(0.4, 0.8, bgLum);
float scan = max(0.0, sin((c.y + uTime * 0.0005) * uRes.y)) * 0.5;
col = mix(col, col - vec3(scan), uScanline);
// Vignette fades the edges toward the ACTUAL background (not black), so on a
// white field the corners stay white instead of going grey.
float vig = length(c - 0.5) * ${CRT_NUM(VIGNETTE)};
col = mix(col, uBg, clamp(vig, 0.0, 1.0) * darkMode);
// Filmic glow/tonemap only on dark backgrounds; on light it would dull white.
vec3 toned = 1.0 - exp(-col * ${CRT_NUM(TONEMAP_EXPOSURE)});
col = mix(col, toned, darkMode);
gl_FragColor = vec4(col, 1.0);
}`;
export const CRT_VERT = `attribute vec4 aPos; attribute vec2 aUv; varying vec2 vUv;
void main(){ gl_Position = aPos; vUv = aUv; }`;
// ---- instanced text pass: one quad per visible glyph cell ----
export const TEXT_VERT = `attribute vec2 aCorner; attribute vec4 aBounds; attribute vec4 aGlyphUv; attribute vec4 aColor;
uniform vec2 uTarget; varying vec2 vGlyphUv; varying vec4 vColor;
void main(){
vec2 px = mix(aBounds.xy, aBounds.zw, aCorner);
vec2 clip = vec2((px.x / uTarget.x) * 2.0 - 1.0, 1.0 - (px.y / uTarget.y) * 2.0);
gl_Position = vec4(clip, 0.0, 1.0);
vGlyphUv = mix(aGlyphUv.xy, aGlyphUv.zw, aCorner);
vColor = aColor;
}`;
export const TEXT_FRAG = `precision mediump float; varying vec2 vGlyphUv; varying vec4 vColor; uniform sampler2D uAtlas;
void main(){ float a = texture2D(uAtlas, vGlyphUv).a; if(a <= 0.001) discard; gl_FragColor = vec4(vColor.rgb, vColor.a * a); }`;
// GLSL needs a decimal point on float literals; this stamps our JS constants in.
function CRT_NUM(n: number): string {
const s = String(n);
return s.includes(".") ? s : s + ".0";
}// The logo-generator font engine. You give it a word and a style; it returns
// rows of monospace ASCII art that the vortex resolves into.
//
// Eight styles come straight from figlet (patorjk/figlet.js), converted to our
// row format in figlet-fonts.ts — real display faces, hand-picked to stay
// legible once the swirl shrinks them (short, sparse line-art). A ninth, Banner,
// is our own block face kept for the chunky poster look. Whatever the source,
// everything flows through one renderWord, so each font automatically inherits
// the entrance morph and all the experiment behaviours.
import { FIGLET_FONTS } from "./figlet-fonts";
export type FontStyle =
| "slant"
| "standard"
| "ogre"
| "doom"
| "big"
| "speed"
| "stop"
| "subzero"
| "banner";
// ── Banner: our own block face. Bitmaps (1 = filled) outlined into hollow
// letters so they read at small scale instead of merging into a blob. ──
const BANNER_BITS: Record<string, string[]> = {
A: ["01110", "10001", "11111", "10001", "10001"],
B: ["11110", "10001", "11110", "10001", "11110"],
C: ["01111", "10000", "10000", "10000", "01111"],
D: ["11110", "10001", "10001", "10001", "11110"],
E: ["11111", "10000", "11110", "10000", "11111"],
F: ["11111", "10000", "11110", "10000", "10000"],
G: ["01111", "10000", "10011", "10001", "01111"],
H: ["10001", "10001", "11111", "10001", "10001"],
I: ["111", "010", "010", "010", "111"],
J: ["00111", "00010", "00010", "10010", "01100"],
K: ["10001", "10010", "11100", "10010", "10001"],
L: ["10000", "10000", "10000", "10000", "11111"],
M: ["10001", "11011", "10101", "10001", "10001"],
N: ["10001", "11001", "10101", "10011", "10001"],
O: ["01110", "10001", "10001", "10001", "01110"],
P: ["11110", "10001", "11110", "10000", "10000"],
Q: ["01110", "10001", "10101", "10010", "01101"],
R: ["11110", "10001", "11110", "10010", "10001"],
S: ["01111", "10000", "01110", "00001", "11110"],
T: ["11111", "00100", "00100", "00100", "00100"],
U: ["10001", "10001", "10001", "10001", "01110"],
V: ["10001", "10001", "10001", "01010", "00100"],
W: ["10001", "10001", "10101", "11011", "10001"],
X: ["10001", "01010", "00100", "01010", "10001"],
Y: ["10001", "01010", "00100", "00100", "00100"],
Z: ["11111", "00010", "00100", "01000", "11111"],
"0": ["01110", "10011", "10101", "11001", "01110"],
"1": ["00100", "01100", "00100", "00100", "01110"],
"2": ["11110", "00001", "01110", "10000", "11111"],
"3": ["11110", "00001", "01110", "00001", "11110"],
"4": ["10010", "10010", "11111", "00010", "00010"],
"5": ["11111", "10000", "11110", "00001", "11110"],
"6": ["01111", "10000", "11110", "10001", "01110"],
"7": ["11111", "00010", "00100", "01000", "01000"],
"8": ["01110", "10001", "01110", "10001", "01110"],
"9": ["01110", "10001", "01111", "00001", "11110"],
"!": ["1", "1", "1", "0", "1"],
"?": ["11110", "00001", "00110", "00000", "00100"],
".": ["0", "0", "0", "0", "1"],
"-": ["000", "000", "111", "000", "000"],
" ": ["00", "00", "00", "00", "00"],
};
// A filled cell becomes a block only on the EDGE of the shape; interiors go
// blank. Hollow letters read; solid blocks merge into a mass when shrunk.
function bitsToOutline(bits: string[]): string[] {
const h = bits.length;
const w = Math.max(0, ...bits.map((r) => r.length));
const on = (r: number, c: number) =>
r >= 0 && r < h && c >= 0 && c < w && bits[r]?.[c] === "1";
return bits.map((row, r) => {
let line = "";
for (let c = 0; c < w; c++) {
if (!on(r, c)) { line += " "; continue; }
const edge = !on(r - 1, c) || !on(r + 1, c) || !on(r, c - 1) || !on(r, c + 1);
line += edge ? "█" : " ";
}
return line;
});
}
const BANNER: Record<string, string[]> = Object.fromEntries(
Object.entries(BANNER_BITS).map(([k, v]) => [k, bitsToOutline(v)]),
);
const TABLES: Record<FontStyle, Record<string, string[]>> = {
slant: FIGLET_FONTS.slant,
standard: FIGLET_FONTS.standard,
ogre: FIGLET_FONTS.ogre,
doom: FIGLET_FONTS.doom,
big: FIGLET_FONTS.big,
speed: FIGLET_FONTS.speed,
stop: FIGLET_FONTS.stop,
subzero: FIGLET_FONTS.subzero,
banner: BANNER,
};
// Banner letters are solid blocks with no built-in gutter, so they need an
// explicit gap; the figlet faces carry their own spacing and smush together.
const GAP_COLS: Partial<Record<FontStyle, number>> = { banner: 1 };
// Pad every row of a glyph to its own widest row, so an uneven glyph never
// shears the letters after it on that row.
function squareGlyph(rows: string[]): string[] {
const w = Math.max(0, ...rows.map((r) => r.length));
return rows.map((r) => r.padEnd(w, " "));
}
// How far a glyph can slide left into the canvas without any of its non-space
// cells overlapping one already there. This is figlet "kerning": the blank
// gutters each letter carries get nested instead of stacked, so pairs like V+A
// or M+I sit at a natural spacing rather than far apart.
function overlapAllowed(canvas: string[], glyph: string[], leftEdge: number, minGap: number): number {
const gw = Math.max(0, ...glyph.map((r) => r.length));
let shift = 0;
for (let s = 1; s <= gw; s++) {
let collides = false;
for (let r = 0; r < canvas.length && !collides; r++) {
const crow = canvas[r];
const grow = glyph[r] ?? "";
for (let gx = 0; gx < gw; gx++) {
const gc = grow[gx] ?? " ";
if (gc === " ") continue;
const cx = leftEdge - s + gx;
if (cx < 0) continue;
// a forced gap reserves `minGap` blank columns between letters
for (let g = 0; g <= minGap; g++) {
if ((crow[cx + g] ?? " ") !== " ") { collides = true; break; }
}
if (collides) break;
}
}
if (collides) break;
shift = s;
}
return shift;
}
/**
* Render `word` in the given figlet style. Returns equal-length rows (right-
* padded) so the caller gets a clean rectangle; row count is the font's height.
*/
export function renderWord(word: string, style: FontStyle): string[] {
const table = TABLES[style];
const minGap = GAP_COLS[style] ?? 0;
const rowCount = table[" "].length;
const glyphs = word
.toUpperCase()
.split("")
.map((c) => squareGlyph(table[c] ?? table[" "]));
if (glyphs.length === 0) return Array.from({ length: rowCount }, () => "");
// Lay glyphs onto a row canvas, smushing each one leftward as far as it fits.
let canvas: string[] = Array.from({ length: rowCount }, () => "");
for (const glyph of glyphs) {
const gw = Math.max(0, ...glyph.map((r) => r.length));
const cw = Math.max(0, ...canvas.map((r) => r.length));
const shift = cw > 0 ? overlapAllowed(canvas, glyph, cw, minGap) : 0;
const at = cw - shift;
const next: string[] = [];
for (let r = 0; r < rowCount; r++) {
const crow = (canvas[r] ?? "").padEnd(at, " ");
const grow = (glyph[r] ?? "").padEnd(gw, " ");
let merged = crow.slice(0, at);
for (let gx = 0; gx < gw; gx++) {
const cx = at + gx;
const existing = (canvas[r] ?? "")[cx] ?? " ";
const gc = grow[gx];
merged += gc !== " " ? gc : existing;
}
next.push(merged);
}
canvas = next;
}
const w = Math.max(...canvas.map((r) => r.length));
return canvas.map((r) => r.padEnd(w, " "));
}// AUTO-GENERATED from figlet.js (patorjk/figlet.js) fonts, converted to our
// compact row format. Each glyph is N equal-height rows; squareGlyph in
// block-font.ts pads each to its own width before joining. Regenerate with
// the script in scripts/gen-figlet.mjs if you add fonts.
export type FigletFont = Record<string, string[]>;
export const FIGLET_FONTS: Record<string, FigletFont> = {
slant: {
"0": [" ____ ", " / __ \\", " / / / /", "/ /_/ / ", "\\____/ "],
"1": [" ___", " < /", " / / ", " / / ", "/_/ "],
"2": [" ___ ", " |__ \\", " __/ /", " / __/ ", "/____/ "],
"3": [" _____", " |__ /", " /_ < ", " ___/ / ", "/____/ "],
"4": [" __ __", " / // /", " / // /_", "/__ __/", " /_/ "],
"5": [" ______", " / ____/", " /___ \\ ", " ____/ / ", "/_____/ "],
"6": [" _____", " / ___/", " / __ \\ ", "/ /_/ / ", "\\____/ "],
"7": [" _____", "/__ /", " / / ", " / / ", "/_/ "],
"8": [" ____ ", " ( __ )", " / __ |", "/ /_/ / ", "\\____/ "],
"9": [" ____ ", " / __ \\", " / /_/ /", " \\__, / ", "/____/ "],
"A": [" ___ ", " / |", " / /| |", " / ___ |", "/_/ |_|"],
"B": [" ____ ", " / __ )", " / __ |", " / /_/ / ", "/_____/ "],
"C": [" ______", " / ____/", " / / ", "/ /___ ", "\\____/ "],
"D": [" ____ ", " / __ \\", " / / / /", " / /_/ / ", "/_____/ "],
"E": [" ______", " / ____/", " / __/ ", " / /___ ", "/_____/ "],
"F": [" ______", " / ____/", " / /_ ", " / __/ ", "/_/ "],
"G": [" ______", " / ____/", " / / __ ", "/ /_/ / ", "\\____/ "],
"H": [" __ __", " / / / /", " / /_/ / ", " / __ / ", "/_/ /_/ "],
"I": [" ____", " / _/", " / / ", " _/ / ", "/___/ "],
"J": [" __", " / /", " __ / / ", "/ /_/ / ", "\\____/ "],
"K": [" __ __", " / //_/", " / ,< ", " / /| | ", "/_/ |_| "],
"L": [" __ ", " / / ", " / / ", " / /___", "/_____/"],
"M": [" __ ___", " / |/ /", " / /|_/ / ", " / / / / ", "/_/ /_/ "],
"N": [" _ __", " / | / /", " / |/ / ", " / /| / ", "/_/ |_/ "],
"O": [" ____ ", " / __ \\", " / / / /", "/ /_/ / ", "\\____/ "],
"P": [" ____ ", " / __ \\", " / /_/ /", " / ____/ ", "/_/ "],
"Q": [" ____ ", " / __ \\", " / / / /", "/ /_/ / ", "\\___\\_\\ "],
"R": [" ____ ", " / __ \\", " / /_/ /", " / _, _/ ", "/_/ |_| "],
"S": [" _____", " / ___/", " \\__ \\ ", " ___/ / ", "/____/ "],
"T": [" ______", " /_ __/", " / / ", " / / ", "/_/ "],
"U": [" __ __", " / / / /", " / / / / ", "/ /_/ / ", "\\____/ "],
"V": [" _ __", "| | / /", "| | / / ", "| |/ / ", "|___/ "],
"W": [" _ __", "| | / /", "| | /| / / ", "| |/ |/ / ", "|__/|__/ "],
"X": [" _ __", " | |/ /", " | / ", " / | ", "/_/|_| "],
"Y": ["__ __", "\\ \\/ /", " \\ / ", " / / ", "/_/ "],
"Z": [" _____", "/__ /", " / / ", " / /__", "/____/"],
" ": [" ", " ", " ", " ", " "],
"!": [" __", " / /", " / / ", " /_/ ", "(_) "],
"?": [" ___ ", " /__ \\", " / _/", " /_/ ", "(_) "],
".": [" ", " ", " ", " _ ", "(_)"],
"-": [" ", " ", " ______", "/_____/", " "],
},
standard: {
"0": [" ___ ", " / _ \\ ", " | | | |", " | |_| |", " \\___/ "],
"1": [" _ ", " / |", " | |", " | |", " |_|"],
"2": [" ____ ", " |___ \\ ", " __) |", " / __/ ", " |_____|"],
"3": [" _____ ", " |___ / ", " |_ \\ ", " ___) |", " |____/ "],
"4": [" _ _ ", " | || | ", " | || |_ ", " |__ _|", " |_| "],
"5": [" ____ ", " | ___| ", " |___ \\ ", " ___) |", " |____/ "],
"6": [" __ ", " / /_ ", " | '_ \\ ", " | (_) |", " \\___/ "],
"7": [" _____ ", " |___ |", " / / ", " / / ", " /_/ "],
"8": [" ___ ", " ( _ ) ", " / _ \\ ", " | (_) |", " \\___/ "],
"9": [" ___ ", " / _ \\ ", " | (_) |", " \\__, |", " /_/ "],
"A": [" _ ", " / \\ ", " / _ \\ ", " / ___ \\ ", " /_/ \\_\\"],
"B": [" ____ ", " | __ ) ", " | _ \\ ", " | |_) |", " |____/ "],
"C": [" ____ ", " / ___|", " | | ", " | |___ ", " \\____|"],
"D": [" ____ ", " | _ \\ ", " | | | |", " | |_| |", " |____/ "],
"E": [" _____ ", " | ____|", " | _| ", " | |___ ", " |_____|"],
"F": [" _____ ", " | ___|", " | |_ ", " | _| ", " |_| "],
"G": [" ____ ", " / ___|", " | | _ ", " | |_| |", " \\____|"],
"H": [" _ _ ", " | | | |", " | |_| |", " | _ |", " |_| |_|"],
"I": [" ___ ", " |_ _|", " | | ", " | | ", " |___|"],
"J": [" _ ", " | |", " _ | |", " | |_| |", " \\___/ "],
"K": [" _ __", " | |/ /", " | ' / ", " | . \\ ", " |_|\\_\\"],
"L": [" _ ", " | | ", " | | ", " | |___ ", " |_____|"],
"M": [" __ __ ", " | \\/ |", " | |\\/| |", " | | | |", " |_| |_|"],
"N": [" _ _ ", " | \\ | |", " | \\| |", " | |\\ |", " |_| \\_|"],
"O": [" ___ ", " / _ \\ ", " | | | |", " | |_| |", " \\___/ "],
"P": [" ____ ", " | _ \\ ", " | |_) |", " | __/ ", " |_| "],
"Q": [" ___ ", " / _ \\ ", " | | | |", " | |_| |", " \\__\\_\\"],
"R": [" ____ ", " | _ \\ ", " | |_) |", " | _ < ", " |_| \\_\\"],
"S": [" ____ ", " / ___| ", " \\___ \\ ", " ___) |", " |____/ "],
"T": [" _____ ", " |_ _|", " | | ", " | | ", " |_| "],
"U": [" _ _ ", " | | | |", " | | | |", " | |_| |", " \\___/ "],
"V": [" __ __", " \\ \\ / /", " \\ \\ / / ", " \\ V / ", " \\_/ "],
"W": [" __ __", " \\ \\ / /", " \\ \\ /\\ / / ", " \\ V V / ", " \\_/\\_/ "],
"X": [" __ __", " \\ \\/ /", " \\ / ", " / \\ ", " /_/\\_\\"],
"Y": [" __ __", " \\ \\ / /", " \\ V / ", " | | ", " |_| "],
"Z": [" _____", " |__ /", " / / ", " / /_ ", " /____|"],
" ": [" ", " ", " ", " ", " "],
"!": [" _ ", " | |", " | |", " |_|", " (_)"],
"?": [" ___ ", " |__ \\", " / /", " |_| ", " (_) "],
".": [" ", " ", " ", " _ ", " (_)"],
"-": [" ", " ", " _____ ", " |_____|", " "],
},
ogre: {
"0": [" ___ ", " / _ \\ ", "| | | |", "| |_| |", " \\___/ "],
"1": [" _ ", "/ |", "| |", "| |", "|_|"],
"2": [" ____ ", "|___ \\ ", " __) |", " / __/ ", "|_____|"],
"3": [" _____ ", "|___ / ", " |_ \\ ", " ___) |", "|____/ "],
"4": [" _ _ ", "| || | ", "| || |_ ", "|__ _|", " |_| "],
"5": [" ____ ", "| ___| ", "|___ \\ ", " ___) |", "|____/ "],
"6": [" __ ", " / /_ ", "| '_ \\ ", "| (_) |", " \\___/ "],
"7": [" _____ ", "|___ |", " / / ", " / / ", " /_/ "],
"8": [" ___ ", " ( _ ) ", " / _ \\ ", "| (_) |", " \\___/ "],
"9": [" ___ ", " / _ \\ ", "| (_) |", " \\__, |", " /_/ "],
"A": [" _ ", " /_\\ ", " //_\\\\ ", "/ _ \\", "\\_/ \\_/"],
"B": [" ___ ", " / __\\", " /__\\//", "/ \\/ \\", "\\_____/"],
"C": [" ___ ", " / __\\", " / / ", "/ /___ ", "\\____/ "],
"D": [" ___ ", " / \\", " / /\\ /", " / /_// ", "/___,' "],
"E": [" __ ", " /__\\", " /_\\ ", "//__ ", "\\__/ "],
"F": [" ___ ", " / __\\", " / _\\ ", "/ / ", "\\/ "],
"G": [" ___ ", " / _ \\", " / /_\\/", "/ /_\\\\ ", "\\____/ "],
"H": [" ", " /\\ /\\", " / /_/ /", "/ __ / ", "\\/ /_/ "],
"I": [" _____ ", " \\_ \\", " / /\\/", "/\\/ /_ ", "\\____/ "],
"J": [" __ ", " \\ \\ ", " \\ \\", " /\\_/ /", " \\___/ "],
"K": [" ", " /\\ /\\", " / //_/", "/ __ \\ ", "\\/ \\/ "],
"L": [" __ ", " / / ", " / / ", "/ /___ ", "\\____/ "],
"M": [" ", " /\\/\\ ", " / \\ ", "/ /\\/\\ \\", "\\/ \\/"],
"N": [" __ ", " /\\ \\ \\", " / \\/ /", "/ /\\ / ", "\\_\\ \\/ "],
"O": [" ___ ", " /___\\", " // //", "/ \\_// ", "\\___/ "],
"P": [" ___ ", " / _ \\", " / /_)/", "/ ___/ ", "\\/ "],
"Q": [" ____ ", " /___ \\", " // / /", "/ \\_/ / ", "\\___,_\\ "],
"R": [" __ ", " /__\\ ", " / \\// ", "/ _ \\ ", "\\/ \\_/ "],
"S": [" __ ", "/ _\\ ", "\\ \\ ", "_\\ \\ ", "\\__/ "],
"T": [" _____ ", "/__ \\", " / /\\/", " / / ", " \\/ "],
"U": [" ", " /\\ /\\ ", "/ / \\ \\", "\\ \\_/ /", " \\___/ "],
"V": [" ", " /\\ /\\ ", " \\ \\ / / ", " \\ V / ", " \\_/ "],
"W": [" __ __ ", "/ / /\\ \\ \\", "\\ \\/ \\/ /", " \\ /\\ / ", " \\/ \\/ "],
"X": ["__ __", "\\ \\/ /", " \\ / ", " / \\ ", "/_/\\_\\"],
"Y": [" ", "/\\_/\\", "\\_ _/", " / \\ ", " \\_/ "],
"Z": [" _____", "/ _ /", "\\// / ", " / //\\", "/____/"],
" ": [" ", " ", " ", " ", " "],
"!": [" _ ", " / \\", " / /", "/\\_/ ", "\\/ "],
"?": [" ___ ", "/ _ \\", "\\// /", " \\/ ", " () "],
".": [" ", " ", " ", " _ ", "(_)"],
"-": [" ", " ", " _____ ", "|_____|", " "],
},
doom: {
"0": [" _____ ", "| _ |", "| |/' |", "| /| |", "\\ |_/ /", " \\___/ "],
"1": [" __ ", "/ | ", "`| | ", " | | ", "_| |_", "\\___/"],
"2": [" _____ ", "/ __ \\", "`' / /'", " / / ", "./ /___", "\\_____/"],
"3": [" _____ ", "|____ |", " / /", " \\ \\", ".___/ /", "\\____/ "],
"4": [" ___ ", " / |", " / /| |", "/ /_| |", "\\___ |", " |_/"],
"5": [" _____ ", "| ___|", "|___ \\ ", " \\ \\", "/\\__/ /", "\\____/ "],
"6": [" ____ ", " / ___|", "/ /___ ", "| ___ \\", "| \\_/ |", "\\_____/"],
"7": [" ______", "|___ /", " / / ", " / / ", "./ / ", "\\_/ "],
"8": [" _____ ", "| _ |", " \\ V / ", " / _ \\ ", "| |_| |", "\\_____/"],
"9": [" _____ ", "| _ |", "| |_| |", "\\____ |", ".___/ /", "\\____/ "],
"A": [" ___ ", " / _ \\ ", "/ /_\\ \\", "| _ |", "| | | |", "\\_| |_/"],
"B": ["______ ", "| ___ \\", "| |_/ /", "| ___ \\", "| |_/ /", "\\____/ "],
"C": [" _____ ", "/ __ \\", "| / \\/", "| | ", "| \\__/\\", " \\____/"],
"D": ["______ ", "| _ \\", "| | | |", "| | | |", "| |/ / ", "|___/ "],
"E": [" _____ ", "| ___|", "| |__ ", "| __| ", "| |___ ", "\\____/ "],
"F": ["______ ", "| ___|", "| |_ ", "| _| ", "| | ", "\\_| "],
"G": [" _____ ", "| __ \\", "| | \\/", "| | __ ", "| |_\\ \\", " \\____/"],
"H": [" _ _ ", "| | | |", "| |_| |", "| _ |", "| | | |", "\\_| |_/"],
"I": [" _____ ", "|_ _|", " | | ", " | | ", " _| |_ ", " \\___/ "],
"J": [" ___ ", " |_ |", " | |", " | |", "/\\__/ /", "\\____/ "],
"K": [" _ __", "| | / /", "| |/ / ", "| \\ ", "| |\\ \\", "\\_| \\_/"],
"L": [" _ ", "| | ", "| | ", "| | ", "| |____", "\\_____/"],
"M": ["___ ___", "| \\/ |", "| . . |", "| |\\/| |", "| | | |", "\\_| |_/"],
"N": [" _ _ ", "| \\ | |", "| \\| |", "| . ` |", "| |\\ |", "\\_| \\_/"],
"O": [" _____ ", "| _ |", "| | | |", "| | | |", "\\ \\_/ /", " \\___/ "],
"P": ["______ ", "| ___ \\", "| |_/ /", "| __/ ", "| | ", "\\_| "],
"Q": [" _____ ", "| _ |", "| | | |", "| | | |", "\\ \\/' /", " \\_/\\_\\"],
"R": ["______ ", "| ___ \\", "| |_/ /", "| / ", "| |\\ \\ ", "\\_| \\_|"],
"S": [" _____ ", "/ ___|", "\\ `--. ", " `--. \\", "/\\__/ /", "\\____/ "],
"T": [" _____ ", "|_ _|", " | | ", " | | ", " | | ", " \\_/ "],
"U": [" _ _ ", "| | | |", "| | | |", "| | | |", "| |_| |", " \\___/ "],
"V": [" _ _ ", "| | | |", "| | | |", "| | | |", "\\ \\_/ /", " \\___/ "],
"W": [" _ _ ", "| | | |", "| | | |", "| |/\\| |", "\\ /\\ /", " \\/ \\/ "],
"X": ["__ __", "\\ \\ / /", " \\ V / ", " / \\ ", "/ /^\\ \\", "\\/ \\/"],
"Y": ["__ __", "\\ \\ / /", " \\ V / ", " \\ / ", " | | ", " \\_/ "],
"Z": [" ______", "|___ /", " / / ", " / / ", "./ /___", "\\_____/"],
" ": [" ", " ", " ", " ", " ", " "],
"!": [" _ ", "| |", "| |", "| |", "|_|", "(_)"],
"?": [" ___ ", "|__ \\ ", " ) |", " / / ", " |_| ", " (_) "],
".": [" ", " ", " ", " ", " _ ", "(_)"],
"-": [" ", " ", " ______ ", "|______|", " ", " "],
},
big: {
"0": [" ___ ", " / _ \\ ", " | | | |", " | | | |", " | |_| |", " \\___/ "],
"1": [" __ ", " /_ |", " | |", " | |", " | |", " |_|"],
"2": [" ___ ", " |__ \\ ", " ) |", " / / ", " / /_ ", " |____|"],
"3": [" ____ ", " |___ \\ ", " __) |", " |__ < ", " ___) |", " |____/ "],
"4": [" _ _ ", " | || | ", " | || |_ ", " |__ _|", " | | ", " |_| "],
"5": [" _____ ", " | ____|", " | |__ ", " |___ \\ ", " ___) |", " |____/ "],
"6": [" __ ", " / / ", " / /_ ", " | '_ \\ ", " | (_) |", " \\___/ "],
"7": [" ______ ", " |____ |", " / / ", " / / ", " / / ", " /_/ "],
"8": [" ___ ", " / _ \\ ", " | (_) |", " > _ < ", " | (_) |", " \\___/ "],
"9": [" ___ ", " / _ \\ ", " | (_) |", " \\__, |", " / / ", " /_/ "],
"A": [" ", " /\\ ", " / \\ ", " / /\\ \\ ", " / ____ \\ ", " /_/ \\_\\"],
"B": [" ____ ", " | _ \\ ", " | |_) |", " | _ < ", " | |_) |", " |____/ "],
"C": [" _____ ", " / ____|", " | | ", " | | ", " | |____ ", " \\_____|"],
"D": [" _____ ", " | __ \\ ", " | | | |", " | | | |", " | |__| |", " |_____/ "],
"E": [" ______ ", " | ____|", " | |__ ", " | __| ", " | |____ ", " |______|"],
"F": [" ______ ", " | ____|", " | |__ ", " | __| ", " | | ", " |_| "],
"G": [" _____ ", " / ____|", " | | __ ", " | | |_ |", " | |__| |", " \\_____|"],
"H": [" _ _ ", " | | | |", " | |__| |", " | __ |", " | | | |", " |_| |_|"],
"I": [" _____ ", " |_ _|", " | | ", " | | ", " _| |_ ", " |_____|"],
"J": [" _ ", " | |", " | |", " _ | |", " | |__| |", " \\____/ "],
"K": [" _ __", " | |/ /", " | ' / ", " | < ", " | . \\ ", " |_|\\_\\"],
"L": [" _ ", " | | ", " | | ", " | | ", " | |____ ", " |______|"],
"M": [" __ __ ", " | \\/ |", " | \\ / |", " | |\\/| |", " | | | |", " |_| |_|"],
"N": [" _ _ ", " | \\ | |", " | \\| |", " | . ` |", " | |\\ |", " |_| \\_|"],
"O": [" ____ ", " / __ \\ ", " | | | |", " | | | |", " | |__| |", " \\____/ "],
"P": [" _____ ", " | __ \\ ", " | |__) |", " | ___/ ", " | | ", " |_| "],
"Q": [" ____ ", " / __ \\ ", " | | | |", " | | | |", " | |__| |", " \\___\\_\\"],
"R": [" _____ ", " | __ \\ ", " | |__) |", " | _ / ", " | | \\ \\ ", " |_| \\_\\"],
"S": [" _____ ", " / ____|", " | (___ ", " \\___ \\ ", " ____) |", " |_____/ "],
"T": [" _______ ", " |__ __|", " | | ", " | | ", " | | ", " |_| "],
"U": [" _ _ ", " | | | |", " | | | |", " | | | |", " | |__| |", " \\____/ "],
"V": [" __ __", " \\ \\ / /", " \\ \\ / / ", " \\ \\/ / ", " \\ / ", " \\/ "],
"W": [" __ __", " \\ \\ / /", " \\ \\ /\\ / / ", " \\ \\/ \\/ / ", " \\ /\\ / ", " \\/ \\/ "],
"X": [" __ __", " \\ \\ / /", " \\ V / ", " > < ", " / . \\ ", " /_/ \\_\\"],
"Y": [" __ __", " \\ \\ / /", " \\ \\_/ / ", " \\ / ", " | | ", " |_| "],
"Z": [" ______", " |___ /", " / / ", " / / ", " / /__ ", " /_____|"],
" ": [" ", " ", " ", " ", " ", " "],
"!": [" _ ", " | |", " | |", " | |", " |_|", " (_)"],
"?": [" ___ ", " |__ \\ ", " ) |", " / / ", " |_| ", " (_) "],
".": [" ", " ", " ", " ", " _ ", " (_)"],
"-": [" ", " ", " ______ ", " |______|", " ", " "],
},
speed: {
"0": ["_______ ", "__ __ \\", "_ / / /", "/ /_/ / ", "\\____/ "],
"1": ["______", "__< /", "__ / ", "_ / ", "/_/ "],
"2": ["______ ", "__|__ \\", "____/ /", "_ __/ ", "/____/ "],
"3": ["________", "__|__ /", "___/_ < ", "____/ / ", "/____/ "],
"4": ["_____ __", "__ // /", "_ // /_", "/__ __/", " /_/ "],
"5": ["__________", "___ ____/", "______ \\ ", " ____/ / ", "/_____/ "],
"6": ["________", "__ ___/", "_ __ \\ ", "/ /_/ / ", "\\____/ "],
"7": ["______", "/__ /", "__ / ", "_ / ", "/_/ "],
"8": ["_______ ", "__( __ )", "_ __ |", "/ /_/ / ", "\\____/ "],
"9": ["_______ ", "__ __ \\", "_ /_/ /", "_\\__, / ", "/____/ "],
"A": ["_______ ", "___ |", "__ /| |", "_ ___ |", "/_/ |_|"],
"B": ["________ ", "___ __ )", "__ __ |", "_ /_/ / ", "/_____/ "],
"C": ["_________", "__ ____/", "_ / ", "/ /___ ", "\\____/ "],
"D": ["________ ", "___ __ \\", "__ / / /", "_ /_/ / ", "/_____/ "],
"E": ["__________", "___ ____/", "__ __/ ", "_ /___ ", "/_____/ "],
"F": ["__________", "___ ____/", "__ /_ ", "_ __/ ", "/_/ "],
"G": ["_________", "__ ____/", "_ / __ ", "/ /_/ / ", "\\____/ "],
"H": ["______ __", "___ / / /", "__ /_/ / ", "_ __ / ", "/_/ /_/ "],
"I": ["________", "____ _/", " __ / ", "__/ / ", "/___/ "],
"J": ["_________", "______ /", "___ _ / ", "/ /_/ / ", "\\____/ "],
"K": ["______ __", "___ //_/", "__ ,< ", "_ /| | ", "/_/ |_| "],
"L": ["______ ", "___ / ", "__ / ", "_ /___", "/_____/"],
"M": ["______ ___", "___ |/ /", "__ /|_/ / ", "_ / / / ", "/_/ /_/ "],
"N": ["_____ __", "___ | / /", "__ |/ / ", "_ /| / ", "/_/ |_/ "],
"O": ["_______ ", "__ __ \\", "_ / / /", "/ /_/ / ", "\\____/ "],
"P": ["________ ", "___ __ \\", "__ /_/ /", "_ ____/ ", "/_/ "],
"Q": ["_______ ", "__ __ \\", "_ / / /", "/ /_/ / ", "\\___\\_\\ "],
"R": ["________ ", "___ __ \\", "__ /_/ /", "_ _, _/ ", "/_/ |_| "],
"S": ["________", "__ ___/", "_____ \\ ", "____/ / ", "/____/ "],
"T": ["________", "___ __/", "__ / ", "_ / ", "/_/ "],
"U": ["_____ __", "__ / / /", "_ / / / ", "/ /_/ / ", "\\____/ "],
"V": ["___ __", "__ | / /", "__ | / / ", "__ |/ / ", "_____/ "],
"W": ["___ __", "__ | / /", "__ | /| / / ", "__ |/ |/ / ", "____/|__/ "],
"X": ["____ __", "__ |/ /", "__ / ", "_ | ", "/_/|_| "],
"Y": ["__ __", "_ \\/ /", "__ / ", "_ / ", "/_/ "],
"Z": ["______", "___ /", "__ / ", "_ /__", "/____/"],
" ": [" ", " ", " ", " ", " "],
"!": ["______", "___ /", "__ / ", " /_/ ", "(_) "],
"?": ["_____ ", "_ __ \\", "__/ _/", "_/_/ ", "(_) "],
".": [" ", " ", " ", "___ ", "_(_)"],
"-": [" ", " ", "________", "_/_____/", " "],
},
stop: {
"0": [" ______ ", " / __ |", "| | //| |", "| |// | |", "| /__| |", " \\_____/ "],
"1": [" __ ", " / |", "/_/ |", " | |", " | |", " |_|"],
"2": [" ______ ", "(_____ \\ ", " ____) )", " /_____/ ", " _______ ", "(_______)"],
"3": [" ________", "(_______/", " ____ ", " (___ \\ ", " _____) )", "(______/ "],
"4": [" __ ", " / / ", " / /____ ", "|___ _)", " | | ", " |_| "],
"5": [" _______ ", "(_______)", " ______ ", "(_____ \\ ", " _____) )", "(______/ "],
"6": [" __ ", " / / ", " / /_ ", " / __ \\ ", "( (__) )", " \\____/ "],
"7": [" _______ ", "(_______)", " _ ", " / ) ", " / / ", " (_/ "],
"8": [" _____ ", " / ___ \\ ", "( ( ) )", " > > < < ", "( (___) )", " \\_____/ "],
"9": [" ____ ", " / __ \\ ", "( (__) )", " \\__ / ", " / / ", " /_/ "],
"A": [" ", " /\\ ", " / \\ ", " / /\\ \\ ", "| |__| |", "|______|"],
"B": [" ______ ", "(____ \\ ", " ____) )", "| __ ( ", "| |__) )", "|______/ "],
"C": [" ______ ", " / _____)", "| / ", "| | ", "| \\_____ ", " \\______)"],
"D": [" _____ ", "(____ \\ ", " _ \\ \\ ", "| | | |", "| |__/ / ", "|_____/ "],
"E": [" _______ ", "(_______)", " _____ ", "| ___) ", "| |_____ ", "|_______)"],
"F": [" _______ ", "(_______)", " _____ ", "| ___) ", "| | ", "|_| "],
"G": [" ______ ", " / _____)", "| / ___ ", "| | (___)", "| \\____/|", " \\_____/ "],
"H": [" _ _ ", "| | | |", "| |__ | |", "| __)| |", "| | | |", "|_| |_|"],
"I": [" _____ ", "(_____)", " _ ", " | | ", " _| |_ ", "(_____)"],
"J": [" _____ ", " (_____)", " _ ", " | | ", " ___| | ", "(____/ "],
"K": [" _ _ ", "| | / )", "| | / / ", "| |< < ", "| | \\ \\ ", "|_| \\_)"],
"L": [" _ ", "| | ", "| | ", "| | ", "| |_____ ", "|_______)"],
"M": [" ______ ", "| ___ \\ ", "| | _ | |", "| || || |", "| || || |", "|_||_||_|"],
"N": [" ______ ", "| ___ \\ ", "| | | |", "| | | |", "| | | |", "|_| |_|"],
"O": [" _____ ", " / ___ \\ ", "| | | |", "| | | |", "| |___| |", " \\_____/ "],
"P": [" ______ ", "(_____ \\ ", " _____) )", "| ____/ ", "| | ", "|_| "],
"Q": [" _____ ", " / ___ \\ ", "| | | |", "| | |_|", " \\ \\____ ", " \\_____)"],
"R": [" ______ ", "(_____ \\ ", " _____) )", "(_____ ( ", " | |", " |_|"],
"S": [" _ ", " | | ", " \\ \\ ", " \\ \\ ", " _____) )", "(______/ "],
"T": [" _______ ", "(_______)", " _ ", "| | ", "| |_____ ", " \\______)"],
"U": [" _ _ ", "| | | |", "| | | |", "| | | |", "| |___| |", " \\______|"],
"V": [" _ _ ", "| | | |", "| | | |", " \\ \\/ / ", " \\ / ", " \\/ "],
"W": [" _ _ _ ", "| || || |", "| || || |", "| ||_|| |", "| |___| |", " \\______|"],
"X": [" _ _ ", "\\ \\ / /", " \\ \\/ / ", " ) ( ", " / /\\ \\ ", "/_/ \\_\\"],
"Y": [" _ _ ", "| | | |", "| |___| |", " \\_____/ ", " ___ ", " (___) "],
"Z": [" _______ ", "(_______)", " __ ", " / / ", " / /____ ", "(_______)"],
" ": [" ", " ", " ", " ", " ", " "],
"!": [" _ ", "| |", "| |", "|_|", " _ ", "|_|"],
"?": [" ____ ", "(___ \\ ", " ) )", " /_/ ", " _ ", " (_) "],
".": [" ", " ", " ", " ", " _ ", "(_)"],
"-": [" ", " ", " ___ ", "(___)", " ", " "],
},
subzero: {
"0": ["", "", "", "", ""],
"1": ["", "", "", "", ""],
"2": ["", "", "", "", ""],
"3": ["", "", "", "", ""],
"4": ["", "", "", "", ""],
"5": ["", "", "", "", ""],
"6": ["", "", "", "", ""],
"7": ["", "", "", "", ""],
"8": ["", "", "", "", ""],
"9": ["", "", "", "", ""],
"A": [" ______ ", "/\\ __ \\ ", "\\ \\ __ \\ ", " \\ \\_\\ \\_\\ ", " \\/_/\\/_/ "],
"B": [" ______ ", "/\\ == \\ ", "\\ \\ __< ", " \\ \\_____\\ ", " \\/_____/ "],
"C": [" ______ ", "/\\ ___\\ ", "\\ \\ \\____ ", " \\ \\_____\\ ", " \\/_____/ "],
"D": [" _____ ", "/\\ __-. ", "\\ \\ \\/\\ \\ ", " \\ \\____- ", " \\/____/ "],
"E": [" ______ ", "/\\ ___\\ ", "\\ \\ __\\ ", " \\ \\_____\\ ", " \\/_____/ "],
"F": [" ______ ", "/\\ ___\\ ", "\\ \\ __\\ ", " \\ \\_\\ ", " \\/_/ "],
"G": [" ______ ", "/\\ ___\\ ", "\\ \\ \\__ \\ ", " \\ \\_____\\ ", " \\/_____/ "],
"H": [" __ __ ", "/\\ \\_\\ \\ ", "\\ \\ __ \\ ", " \\ \\_\\ \\_\\ ", " \\/_/\\/_/ "],
"I": [" __ ", "/\\ \\ ", "\\ \\ \\ ", " \\ \\_\\ ", " \\/_/ "],
"J": [" __ ", " /\\ \\ ", " _\\_\\ \\ ", "/\\_____\\ ", "\\/_____/ "],
"K": [" __ __ ", "/\\ \\/ / ", "\\ \\ _\"-. ", " \\ \\_\\ \\_\\ ", " \\/_/\\/_/ "],
"L": [" __ ", "/\\ \\ ", "\\ \\ \\____ ", " \\ \\_____\\ ", " \\/_____/ "],
"M": [" __ __ ", "/\\ \"-./ \\ ", "\\ \\ \\-./\\ \\ ", " \\ \\_\\ \\ \\_\\ ", " \\/_/ \\/_/ "],
"N": [" __ __ ", "/\\ \"-.\\ \\ ", "\\ \\ \\-. \\ ", " \\ \\_\\\\\"\\_\\ ", " \\/_/ \\/_/ "],
"O": [" ______ ", "/\\ __ \\ ", "\\ \\ \\/\\ \\ ", " \\ \\_____\\ ", " \\/_____/ "],
"P": [" ______ ", "/\\ == \\ ", "\\ \\ _-/ ", " \\ \\_\\ ", " \\/_/ "],
"Q": [" ______ ", "/\\ __ \\ ", "\\ \\ \\/\\_\\ ", " \\ \\___\\_\\ ", " \\/___/_/ "],
"R": [" ______ ", "/\\ == \\ ", "\\ \\ __< ", " \\ \\_\\ \\_\\ ", " \\/_/ /_/ "],
"S": [" ______ ", "/\\ ___\\ ", "\\ \\___ \\ ", " \\/\\_____\\ ", " \\/_____/ "],
"T": [" ______ ", "/\\__ _\\ ", "\\/_/\\ \\/ ", " \\ \\_\\ ", " \\/_/ "],
"U": [" __ __ ", "/\\ \\/\\ \\ ", "\\ \\ \\_\\ \\ ", " \\ \\_____\\ ", " \\/_____/ "],
"V": [" __ __ ", "/\\ \\ / / ", "\\ \\ \\'/ ", " \\ \\__| ", " \\/_/ "],
"W": [" __ __ ", "/\\ \\ _ \\ \\ ", "\\ \\ \\/ \".\\ \\ ", " \\ \\__/\".~\\_\\ ", " \\/_/ \\/_/ "],
"X": [" __ __ ", "/\\_\\_\\_\\ ", "\\/_/\\_\\/_ ", " /\\_\\/\\_\\ ", " \\/_/\\/_/ "],
"Y": [" __ __ ", "/\\ \\_\\ \\ ", "\\ \\____ \\ ", " \\/\\_____\\ ", " \\/_____/ "],
"Z": [" ______ ", "/\\___ \\ ", "\\/_/ /__ ", " /\\_____\\ ", " \\/_____/ "],
" ": [" ", " ", " ", " ", " "],
"!": ["", "", "", "", ""],
"?": ["", "", "", "", ""],
".": ["", "", "", "", ""],
"-": ["", "", "", "", ""],
},
};// Variants the swirl resolves into. The three named presets carry hand-set
// figlet "slant" ASCII (the look we want for the real names — crisp, italic,
// hollow letterforms). The free-text logo generator renders ITS word live via
// block-font; that path is the only one that touches the generated fonts.
// figlet "slant" — the original logos, kept verbatim.
const SLANT_ARLAN = [
" ___ __ ",
" / | _____/ /___ _____ ",
" / /| | / ___/ / __ `/ __ \\",
" / ___ |/ / / / /_/ / / / /",
"/_/ |_/_/ /_/\\__,_/_/ /_/ ",
];
const SLANT_HUMAN_DELTA = [
" __ __ ____ ____ ",
" / / / /_ ______ ___ ____ _____ / __ \\___ / / /_____ _",
" / /_/ / / / / __ `__ \\/ __ `/ __ \\ / / / / _ \\/ / __/ __ `/",
" / __ / /_/ / / / / / / /_/ / / / / / /_/ / __/ / /_/ /_/ / ",
"/_/ /_/\\__,_/_/ /_/ /_/\\__,_/_/ /_/ /_____/\\___/_/\\__/\\__,_/ ",
];
const SLANT_KAMILA = [
" __ __ _ __ ",
" / //_/___ _____ ___ (_) /___ _",
" / ,< / __ `/ __ `__ \\/ / / __ `/",
" / /| / /_/ / / / / / / / / /_/ / ",
"/_/ |_\\__,_/_/ /_/ /_/_/_/\\__,_/ ",
];
export interface Variant {
id: string;
label: string;
/** Pre-baked ASCII rows for the named presets. */
rows: string[];
/** Swirl-letter color. */
ink: string;
/** Resolved-logo color (independent of the swirl letters). */
logo: string;
/** Canvas background. */
bg: string;
/** Starting zoom (smaller = more cells, fits a wider word). */
zoom: number;
}
export const VARIANTS: Variant[] = [
{ id: "arlan", label: "Arlan", rows: SLANT_ARLAN, ink: "#d8d8d8", logo: "#ffffff", bg: "#0c0c0d", zoom: 0.62 },
{ id: "human-delta", label: "Human Delta", rows: SLANT_HUMAN_DELTA, ink: "#dfe6f5", logo: "#ffffff", bg: "#0b1733", zoom: 0.62 },
{ id: "kamila", label: "Kamila", rows: SLANT_KAMILA, ink: "#f7d8e3", logo: "#ffffff", bg: "#2a0f1c", zoom: 0.62 },
];// Hex → linear-ish 0..1 RGB for shader uniforms / per-cell colors.
export function hexToRgb01(hex: string): [number, number, number] {
let h = hex.replace("#", "").trim();
if (h.length === 3) h = h.split("").map((c) => c + c).join("");
const n = parseInt(h, 16);
return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
}// Placeholder field text. Lines should be LONG and VARIED in length: rows cycle
// through them and each column samples the line directly, so a long line fills
// the width while a short one leaves an airy gap, and that mix is the look.
export const DEFAULT_TEXT = `design is deciding what to leave out, then defending that emptiness against every well meaning request to fill it back in
clarity beats cleverness
the best interfaces feel inevitable, as if no other arrangement of the same pixels could have been correct
ship small
constraints are where the good ideas hide, so a boring problem usually means you have not found the right constraint yet
make it work, then make it right, then make it fast
taste is patience
a product is a long sequence of small decisions made visible, and the work is to keep making them after everyone got tired
the demo is the spec everyone actually reads
delete more than you add
most complexity is a missing decision wearing a costume, a question pushed downstream until it hardened into architecture
read the code before you replace it
motion should explain something true, where a thing came from or where it went, otherwise it is just expensive confetti
small loops beat big plans
the edges are where the craft shows, the empty states and the errors and the quiet moment right after a click
write it down or it did not happen
build for the person in front of you, not the imaginary average user who wants whatever you already built
opinions are cheap, working software is not
the boring solution is usually the correct one, and the urge to make it interesting is your ego asking for a stage
finish something today`;"use client";
// A compact swirl canvas for the experiments below the main rebuild. Same
// engine, smaller frame. The wrapper matches the main playground's canvas box
// (z-10, shadow, full rounding) so a control Panel can tuck under it. It
// forwards pointer moves (cursor bend) and clicks (shockwave) to the stage.
import { useEffect, useRef, useState, type PointerEvent, type ReactNode } from "react";
import { useSwirlStage, type StageConfig, type StageEvents } from "./use-swirl-stage";
export function ExperimentStage({
config,
trackPointer = false,
burstOnClick = false,
onClick,
replayKey,
events,
children,
}: {
config: StageConfig;
/** Forward normalized pointer (-1..1) to the stage each move (cursor bend). */
trackPointer?: boolean;
/** Spawn a shockwave on pointer down at the click point. */
burstOnClick?: boolean;
/** Extra click callback (e.g. bump a counter). */
onClick?: () => void;
/** Replay the entrance whenever this value changes (e.g. a pattern switch). */
replayKey?: string | number;
/** Lifecycle hooks (entrance start / settle / visibility) — e.g. for sound. */
events?: StageEvents;
/** Overlay (e.g. a hint line) rendered above the canvas. */
children?: ReactNode;
}) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const cfg = useRef<StageConfig>(config);
// Sync live config (colors, pattern, sliders) into the ref the frame loop
// reads every frame, so panel controls update the effect without re-init.
cfg.current = config;
const [failed, setFailed] = useState(false);
// The canvas fades in (opacity only) once it has painted AND is in view, and
// fades back out when scrolled off the play band, so the idle state shows the
// dashed placeholder rather than a frozen frame.
const [painted, setPainted] = useState(false);
const [inView, setInView] = useState(false);
// Merge the caller's events with our reveal tracking; keep in a ref so the
// stage reads the latest without re-initializing.
const eventsRef = useRef<StageEvents>({});
eventsRef.current = {
...events,
onFirstFrame: () => {
setPainted(true);
events?.onFirstFrame?.();
},
onVisible: (v) => {
setInView(v);
events?.onVisible?.(v);
},
};
const stage = useSwirlStage(canvasRef, cfg, () => setFailed(true), eventsRef);
// Restart the formation when replayKey changes (the word condenses again).
useEffect(() => {
if (replayKey !== undefined) stage.current.replay();
}, [replayKey, stage]);
const norm = (e: PointerEvent) => {
const rect = (e.currentTarget as HTMLElement).getBoundingClientRect();
return {
x: ((e.clientX - rect.left) / rect.width) * 2 - 1,
y: ((e.clientY - rect.top) / rect.height) * 2 - 1,
};
};
// last pointer position (normalized) for a cheap speed estimate, used to drive
// the cursor-move sound
const prevPt = useRef<{ x: number; y: number } | null>(null);
const handleMove = (e: PointerEvent) => {
const p = norm(e);
if (trackPointer) stage.current.setPointer(p);
const onMove = eventsRef.current.onPointerMove;
if (onMove) {
const prev = prevPt.current;
const speed = prev ? Math.min(1, Math.hypot(p.x - prev.x, p.y - prev.y) * 6) : 0;
onMove(speed);
}
prevPt.current = p;
};
const wantsMove = trackPointer || !!events?.onPointerMove;
const wantsDown = burstOnClick || !!events?.onPointerDown;
return (
<div
// Idle backdrop reads like the Vault "more soon" cards: a light page-bg
// panel with a dashed hairline border. Before the swirl paints / when it's
// scrolled off the play band you see that, not a black box. Once the canvas
// fades in it covers the panel; the solid border returns under it.
className={`relative z-10 overflow-hidden rounded-xl ${
painted && inView
? "border border-[var(--border-line)] bg-[color-mix(in_srgb,var(--bg-page)_97%,#000)]"
: "border border-dashed border-[var(--border-line)] bg-[var(--bg-page)]"
}`}
>
{failed ? (
<div className="flex aspect-[16/9] w-full items-center justify-center px-6 text-center text-[12px] text-[var(--text-tertiary)]">
WebGL2 unavailable here.
</div>
) : (
<canvas
ref={canvasRef}
style={{ opacity: painted && inView ? 1 : 0 }}
className={`block aspect-[16/9] w-full transition-opacity duration-500 ease-[var(--ease-out)] motion-reduce:transition-none ${burstOnClick ? "cursor-pointer" : ""}`}
onPointerMove={wantsMove ? handleMove : undefined}
onPointerLeave={
wantsMove
? () => {
if (trackPointer) stage.current.setPointer(null);
prevPt.current = null;
}
: undefined
}
onPointerDown={
wantsDown
? (e) => {
const p = norm(e);
if (burstOnClick) stage.current.burst(p.x, p.y);
eventsRef.current.onPointerDown?.();
onClick?.();
}
: undefined
}
/>
)}
{children}
</div>
);
}- Company: Midjourney Medical
- Date: Jun 19, 2026
- Tags: WebGL2, ASCII, Shaders
- Source: https://www.midjourney.com/medical
.claude/skills/design-vault/references/midjourney.mdMedia & Canvas
Word stickers
Live preview
How it works
A scatter of die-cut VINYL WORD STICKERS you can grab and FLING around, each word set in a DIFFERENT font (a mini type specimen). The sticker look is generated on canvas, not baked into art: render the word to an offscreen canvas, then DILATE its silhouette outward by the border width (stamp the filled word in white many times around a ring of that radius — this grows an even outline that follows the true letter shapes, counters and all), fill that white = the die-cut base, draw the colored word on top, and put ONE soft drop shadow under the whole thing so it lifts off the page. Each sticker is an absolutely-positioned canvas at a scattered position + slight rotation. Drag with the pointer (cursor grab→grabbing), track pointer velocity, and on release THROW it with momentum: integrate position each frame, decay by friction, add a little spin, and BOUNCE off the card edges (flip + damp velocity) until it settles; a tap (no drag) gives a small wobble. Framework-free: a canvas renderer + a rAF physics loop, no canvas/physics library. Warm the (webfont) faces before rendering so the die-cut hugs the real glyphs, not a fallback. Reduced-motion shows a static scatter.
NOTE: the copied prompt did not include word-stickers/gl-sticker.ts (the StickerGL class used by the engine for the peel-while-dragging rendering path). Its API, as consumed by engine.ts: new StickerGL(), .available, .canvas, .resize(w,h,dpr), .makeTexture(canvas,w,h) -> {tex}, .beginFrame(), .drawSticker({x,y,w,h,scale,grabU,grabV,anchorU,anchorV,fraction,elevation,pullback,dragOffX,dragOffY,tex}), .destroy(). The engine also has a full non-GL fallback path (absolutely-positioned canvases), which is complete.
Code
export interface StickerDef {
word: string;
font: string;
weight: number;
fill: string;
outline: string;
x: number;
y: number;
rot: number;
}
const FONT = "var(--font-mondwest)";
export const STICKERS: StickerDef[] = [
{ word: "wow", font: FONT, weight: 400, outline: "#ff2e6e", fill: "#2b0b4f", x: 0.17, y: 0.28, rot: 0 },
{ word: "design", font: FONT, weight: 400, outline: "#7c4dff", fill: "#eaff5a", x: 0.66, y: 0.24, rot: 0 },
{ word: "vault", font: FONT, weight: 400, outline: "#00b3a4", fill: "#ff3d6e", x: 0.82, y: 0.7, rot: 0 },
{ word: "yes!", font: FONT, weight: 400, outline: "#ff7a1a", fill: "#0a2f6b", x: 0.3, y: 0.74, rot: 0 },
{ word: "arlan", font: FONT, weight: 400, outline: "#ffd21e", fill: "#c81e5b", x: 0.52, y: 0.55, rot: 0 },
{ word: "ship it", font: FONT, weight: 400, outline: "#1668ff", fill: "#7dffb0", x: 0.2, y: 0.55, rot: 0 },
];export interface RenderedSticker {
canvas: HTMLCanvasElement;
width: number;
height: number;
}
export interface RenderOpts {
word: string;
font: string;
weight: number;
fill: string;
outline: string;
fontSizePx: number;
border?: number;
dpr?: number;
}
export function renderSticker(opts: RenderOpts): RenderedSticker {
const dpr = opts.dpr ?? Math.min(window.devicePixelRatio || 1, 2);
const size = opts.fontSizePx;
const border = opts.border ?? Math.max(6, Math.round(size * 0.16));
const fontStr = `${opts.weight} ${size}px ${opts.font}`;
const meas = document.createElement("canvas").getContext("2d")!;
meas.font = fontStr;
const m = meas.measureText(opts.word);
const ascent = m.actualBoundingBoxAscent || size * 0.8;
const descent = m.actualBoundingBoxDescent || size * 0.2;
const textW = m.width;
const textH = ascent + descent;
const pad = border + 4;
const cssW = Math.ceil(textW + pad * 2);
const cssH = Math.ceil(textH + pad * 2);
const canvas = document.createElement("canvas");
canvas.width = Math.ceil(cssW * dpr);
canvas.height = Math.ceil(cssH * dpr);
const ctx = canvas.getContext("2d")!;
ctx.scale(dpr, dpr);
ctx.textBaseline = "alphabetic";
ctx.font = fontStr;
const bx = pad;
const by = pad + ascent;
const base = document.createElement("canvas");
base.width = canvas.width;
base.height = canvas.height;
const bctx = base.getContext("2d")!;
bctx.scale(dpr, dpr);
bctx.font = fontStr;
bctx.textBaseline = "alphabetic";
bctx.fillStyle = opts.outline;
for (let r = border; r > 0.5; r -= 1) {
const stamps = Math.max(16, Math.ceil(r * 3));
for (let a = 0; a < stamps; a++) {
const ang = (a / stamps) * Math.PI * 2;
bctx.fillText(opts.word, bx + Math.cos(ang) * r, by + Math.sin(ang) * r);
}
}
bctx.fillText(opts.word, bx, by);
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.drawImage(base, 0, 0);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.fillStyle = opts.fill;
ctx.font = fontStr;
ctx.textBaseline = "alphabetic";
ctx.fillText(opts.word, bx, by);
return { canvas, width: cssW, height: cssH };
}import { STICKERS, type StickerDef } from "./stickers";
import { renderSticker } from "./sticker-render";
import { StickerGL } from "./gl-sticker";
function resolveFamily(cssFamily: string): string {
const probe = document.createElement("span");
probe.style.fontFamily = cssFamily;
probe.style.position = "absolute";
probe.style.visibility = "hidden";
probe.textContent = "Ag";
document.body.appendChild(probe);
const fam = getComputedStyle(probe).fontFamily || "sans-serif";
document.body.removeChild(probe);
return fam;
}
const FRICTION = 0.92;
const BOUNCE = 0.55;
const MIN_VEL = 0.05;
const THROW_SCALE = 0.7;
const GRAB_SCALE = 1.12;
const SCALE_EASE = 0.12;
const DRAG_EASE = 0.1;
const PEEL_EASE = 0.1;
const APPEAR_EASE = 0.09;
const APPEAR_STAGGER_MS = 140;
const PEEL_ELEVATION = 0.4;
const PEEL_PULLBACK = 0.16;
interface Item {
def: StickerDef;
art: HTMLCanvasElement;
hit: HTMLDivElement;
tex: WebGLTexture | null;
w: number;
h: number;
x: number;
y: number;
tx: number;
ty: number;
vx: number;
vy: number;
scale: number;
dragging: boolean;
peel: number;
grabU: number;
grabV: number;
anchorU: number;
anchorV: number;
offX: number;
offY: number;
appear: number;
appearAt: number;
}
export class WordStickers {
private host: HTMLElement;
private items: Item[] = [];
private W = 1;
private H = 1;
private dpr = 1;
private gl: StickerGL | null = null;
private useGL = false;
private raf = 0;
private running = false;
private disposed = false;
private laidOut = false;
private entranceStarted = false;
private now = 0;
private drag: {
item: Item;
dx: number;
dy: number;
lastX: number;
lastY: number;
moved: number;
pointerId: number;
} | null = null;
private ro?: ResizeObserver;
private cleanup: (() => void)[] = [];
constructor(host: HTMLElement) {
this.host = host;
this.dpr = Math.min(window.devicePixelRatio || 1, 2);
this.measure();
const gl = new StickerGL();
if (gl.available) {
this.gl = gl;
this.useGL = true;
gl.resize(this.W, this.H, this.dpr);
host.appendChild(gl.canvas);
}
for (const def of STICKERS) {
const fontSizePx = this.stickerFontPx();
const r = renderSticker({
word: def.word,
font: resolveFamily(def.font),
weight: def.weight,
fill: def.fill,
outline: def.outline,
fontSizePx,
});
const art = r.canvas;
let tex: WebGLTexture | null = null;
if (this.useGL && this.gl) {
tex = this.gl.makeTexture(art, r.width, r.height).tex;
} else {
Object.assign(art.style, {
position: "absolute",
width: `${r.width}px`,
height: `${r.height}px`,
left: "0",
top: "0",
pointerEvents: "none",
});
art.setAttribute("aria-hidden", "true");
host.appendChild(art);
}
const hit = document.createElement("div");
Object.assign(hit.style, {
position: "absolute",
left: "0",
top: "0",
width: `${r.width}px`,
height: `${r.height}px`,
cursor: "grab",
touchAction: "none",
});
hit.setAttribute("aria-hidden", "true");
host.appendChild(hit);
const item: Item = {
def,
art,
hit,
tex,
w: r.width,
h: r.height,
x: def.x * this.W - r.width / 2,
y: def.y * this.H - r.height / 2,
tx: 0,
ty: 0,
vx: 0,
vy: 0,
scale: 1,
dragging: false,
peel: 0,
grabU: 0.5,
grabV: 0.5,
anchorU: 0.5,
anchorV: 0.5,
offX: 0,
offY: 0,
appear: 0,
appearAt: 0,
};
item.tx = item.x;
item.ty = item.y;
this.clampInside(item);
this.placeItem(item);
this.items.push(item);
this.bindDrag(item);
}
this.ro = new ResizeObserver(() => this.onResize());
this.ro.observe(host);
}
private measure() {
this.W = this.host.clientWidth || 1;
this.H = this.host.clientHeight || 1;
}
private stickerFontPx() {
const w = this.W > 40 ? this.W : 640;
return Math.max(32, Math.min(66, w * 0.088));
}
private onResize() {
const prevW = this.W;
const prevH = this.H;
this.measure();
if (this.W < 2 || this.H < 2) return;
this.gl?.resize(this.W, this.H, this.dpr);
const sx = this.W / (prevW || 1);
const sy = this.H / (prevH || 1);
for (const it of this.items) {
it.x *= sx;
it.y *= sy;
it.tx = it.x;
it.ty = it.y;
}
this.rerenderAll();
}
private effScale(it: Item) {
const a = it.appearAt > 0 ? it.appear : 1;
return it.scale * a;
}
private placeItem(it: Item) {
const s = this.effScale(it);
const t = `translate(${it.x}px, ${it.y}px)${s !== 1 ? ` scale(${s})` : ""}`;
it.hit.style.transform = t;
if (!this.useGL) it.art.style.transform = t;
}
private clampInside(it: Item) {
it.x = Math.max(0, Math.min(this.W - it.w, it.x));
it.y = Math.max(0, Math.min(this.H - it.h, it.y));
}
private bindDrag(it: Item) {
const onDown = (e: PointerEvent) => {
e.preventDefault();
this.host.appendChild(it.hit);
it.dragging = true;
it.vx = it.vy = 0;
it.hit.style.cursor = "grabbing";
it.hit.style.zIndex = "10";
const r = this.rect();
const gx = (e.clientX - r.left - it.x) / it.w;
const gy = (e.clientY - r.top - it.y) / it.h;
it.grabU = Math.min(1, Math.max(0, gx));
it.grabV = Math.min(1, Math.max(0, gy));
it.anchorU = 1 - it.grabU;
it.anchorV = 1 - it.grabV;
this.drag = {
item: it,
dx: e.clientX - r.left - it.x,
dy: e.clientY - r.top - it.y,
lastX: e.clientX,
lastY: e.clientY,
moved: 0,
pointerId: e.pointerId,
};
it.hit.setPointerCapture?.(e.pointerId);
};
it.hit.addEventListener("pointerdown", onDown);
this.cleanup.push(() => it.hit.removeEventListener("pointerdown", onDown));
const onMove = (e: PointerEvent) => {
if (!this.drag || this.drag.item !== it) return;
const r = this.rect();
it.tx = e.clientX - r.left - this.drag.dx;
it.ty = e.clientY - r.top - this.drag.dy;
this.drag.moved += Math.hypot(e.clientX - this.drag.lastX, e.clientY - this.drag.lastY);
this.drag.lastX = e.clientX;
this.drag.lastY = e.clientY;
};
it.hit.addEventListener("pointermove", onMove);
this.cleanup.push(() => it.hit.removeEventListener("pointermove", onMove));
const onUp = (e: PointerEvent) => {
if (!this.drag || this.drag.item !== it) return;
it.dragging = false;
it.hit.style.cursor = "grab";
it.hit.style.zIndex = "";
it.vx *= THROW_SCALE;
it.vy *= THROW_SCALE;
it.hit.releasePointerCapture?.(e.pointerId);
this.drag = null;
};
it.hit.addEventListener("pointerup", onUp);
it.hit.addEventListener("pointercancel", onUp);
this.cleanup.push(() => {
it.hit.removeEventListener("pointerup", onUp);
it.hit.removeEventListener("pointercancel", onUp);
});
}
private rect() {
return this.host.getBoundingClientRect();
}
start() {
if (this.running || this.disposed) return;
const prevW = this.W;
this.measure();
if (!this.laidOut || Math.abs(this.W - prevW) > 2) {
this.layout();
this.laidOut = true;
}
if (!this.entranceStarted) {
this.entranceStarted = true;
const order = [...this.items].sort((a, b) => a.def.x - b.def.x);
const t0 = performance.now() + 150;
order.forEach((it, i) => (it.appearAt = t0 + i * APPEAR_STAGGER_MS));
}
this.running = true;
this.raf = requestAnimationFrame(this.loop);
}
stop() {
this.running = false;
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = 0;
}
private layout() {
if (this.W < 2 || this.H < 2) return;
this.gl?.resize(this.W, this.H, this.dpr);
this.rerenderAll();
for (const it of this.items) {
it.x = it.def.x * this.W - it.w / 2;
it.y = it.def.y * this.H - it.h / 2;
it.tx = it.x;
it.ty = it.y;
it.vx = it.vy = 0;
it.scale = 1;
this.clampInside(it);
this.placeItem(it);
}
this.drawGL();
}
private loop = () => {
if (!this.running) return;
this.now = performance.now();
for (const it of this.items) {
if (it.appearAt > 0 && this.now >= it.appearAt && it.appear < 1) {
it.appear += (1 - it.appear) * APPEAR_EASE;
if (it.appear > 0.999) it.appear = 1;
}
const targetScale = it.dragging ? GRAB_SCALE : 1;
if (Math.abs(targetScale - it.scale) > 0.001) it.scale += (targetScale - it.scale) * SCALE_EASE;
const peelTarget = it.dragging ? 1 : 0;
if (Math.abs(peelTarget - it.peel) > 0.001) it.peel += (peelTarget - it.peel) * PEEL_EASE;
if (it.dragging) {
const nx = it.x + (it.tx - it.x) * DRAG_EASE;
const ny = it.y + (it.ty - it.y) * DRAG_EASE;
it.vx = nx - it.x;
it.vy = ny - it.y;
it.x = nx;
it.y = ny;
this.placeItem(it);
continue;
}
const appearing = it.appearAt > 0 && it.appear < 1;
const moving = Math.abs(it.vx) >= MIN_VEL || Math.abs(it.vy) >= MIN_VEL;
if (!moving && it.peel < 0.001 && Math.abs(it.scale - 1) < 0.001 && !appearing) continue;
it.x += it.vx;
it.y += it.vy;
if (it.x < 0) { it.x = 0; it.vx = -it.vx * BOUNCE; }
else if (it.x > this.W - it.w) { it.x = this.W - it.w; it.vx = -it.vx * BOUNCE; }
if (it.y < 0) { it.y = 0; it.vy = -it.vy * BOUNCE; }
else if (it.y > this.H - it.h) { it.y = this.H - it.h; it.vy = -it.vy * BOUNCE; }
it.vx *= FRICTION;
it.vy *= FRICTION;
this.placeItem(it);
}
this.drawGL();
this.raf = requestAnimationFrame(this.loop);
};
private drawGL() {
if (!this.useGL || !this.gl) return;
this.gl.beginFrame();
for (const it of this.items) {
if (!it.tex) continue;
this.gl.drawSticker({
x: it.x,
y: it.y,
w: it.w,
h: it.h,
scale: this.effScale(it),
grabU: it.grabU,
grabV: it.grabV,
anchorU: it.anchorU,
anchorV: it.anchorV,
fraction: it.peel,
elevation: PEEL_ELEVATION,
pullback: PEEL_PULLBACK,
dragOffX: 0,
dragOffY: 0,
tex: it.tex,
});
}
}
renderStill() {
for (const it of this.items) {
it.vx = it.vy = 0;
it.scale = 1;
it.peel = 0;
it.appear = 1;
this.placeItem(it);
}
this.entranceStarted = true;
this.drawGL();
}
refreshFonts() {
this.measure();
this.gl?.resize(this.W, this.H, this.dpr);
this.rerenderAll();
this.drawGL();
}
private rerenderAll() {
const fontSizePx = this.stickerFontPx();
for (const it of this.items) {
const r = renderSticker({
word: it.def.word,
font: resolveFamily(it.def.font),
weight: it.def.weight,
fill: it.def.fill,
outline: it.def.outline,
fontSizePx,
});
it.w = r.width;
it.h = r.height;
it.hit.style.width = `${r.width}px`;
it.hit.style.height = `${r.height}px`;
if (this.useGL && this.gl) {
it.tex = this.gl.makeTexture(r.canvas, r.width, r.height).tex;
} else {
const ctx = it.art.getContext("2d")!;
it.art.width = r.canvas.width;
it.art.height = r.canvas.height;
it.art.style.width = `${r.width}px`;
it.art.style.height = `${r.height}px`;
ctx.clearRect(0, 0, it.art.width, it.art.height);
ctx.drawImage(r.canvas, 0, 0);
}
this.clampInside(it);
this.placeItem(it);
}
}
destroy() {
this.disposed = true;
this.stop();
this.cleanup.forEach((fn) => fn());
this.ro?.disconnect();
for (const it of this.items) {
it.hit.parentNode?.removeChild(it.hit);
if (!this.useGL) it.art.parentNode?.removeChild(it.art);
}
this.gl?.canvas.parentNode?.removeChild(this.gl.canvas);
this.gl?.destroy();
}
}- Source: user-copied "Copy prompt" from arlan (arlan.me), received 2026-07-19; not yet listed on arlan.me/vault or its sitemap at that date.
word-stickers/gl-sticker.tswas not included in the copied prompt; see the note above for its reconstructed API surface.
.claude/skills/design-vault/references/word-stickers.mdMedia & Canvas
ASCII wordmark
A live ASCII particle field that spells a word: GPGPU flow-field particles simulated on the GPU, rendered as a grid of ASCII glyphs that drift and react to the cursor.
Live preview
How it works
NOTE: unlike most vault entries, this source depends on Three.js (three, plus GPUComputationRenderer, EffectComposer, RenderPass, ShaderPass from three/examples). The pipeline: word rasterized to particle target positions (word-points.ts) → GPGPU ping-pong compute (simplex-4D flow field + cursor repulsion + respawn cycle, particle.a as lifetime) → additive point sprites → full-screen ASCII post-pass (luma → glyph index into a canvas-built atlas, ramp " .:-=+*#%VAULT", ink gradient + cursor trail coloring with 24-sample trail).
Code
export const GPGPU_COMPUTE = `
uniform float uTime;
uniform float uDeltaTime;
uniform float uFlowFieldInfluence;
uniform float uFlowFieldStrength;
uniform float uFlowFieldFrequency;
uniform vec3 uMouse;
uniform float uMouseStrength;
uniform float uMouseSpeed;
uniform sampler2D uBase;
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
vec4 grad4(float j, vec4 ip){
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p,s;
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
float simplexNoise4d(vec4 v){
const vec2 C = vec2( 0.138196601125010504, 0.309016994374947451);
vec4 i = floor(v + dot(v, C.yyyy) );
vec4 x0 = v - i + dot(i, C.xxxx);
vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx );
vec3 isYZ = step( x0.zww, x0.yyz );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
vec4 i3 = clamp( i0, 0.0, 1.0 );
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
i = mod(i, 289.0);
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute( permute( permute( permute (
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4,p4));
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
}
void main() {
float time = uTime * 0.2;
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 particle = texture(uParticles, uv);
vec4 base = texture(uBase, uv);
float uRepelStrength = clamp(uMouseSpeed, 0.0, uMouseStrength);
vec3 particlePos = particle.xyz;
vec3 dir = normalize(particlePos - uMouse);
float dist = distance(uMouse, particlePos);
float repulsionForce = uRepelStrength / (dist * (dist + 1.0));
vec3 repulsion = dir * repulsionForce * 2.0;
particle.xyz += repulsion * uRepelStrength;
if (particle.a >= 1.0) {
particle.a = mod(particle.a, 1.0);
particle.xyz = base.xyz;
} else {
float strength = simplexNoise4d(vec4(base.xyz, time + 1.0));
float influence = (uFlowFieldInfluence - 0.5) * (- 2.0);
strength = smoothstep(influence, 1.0, strength);
vec3 flowField = vec3(
simplexNoise4d(vec4(particle.xyz * uFlowFieldFrequency + 0.0, time)),
simplexNoise4d(vec4(particle.xyz * uFlowFieldFrequency + 1.0, time)),
simplexNoise4d(vec4(particle.xyz * uFlowFieldFrequency + 2.0, time))
);
flowField = normalize(flowField);
particle.xyz += flowField * uDeltaTime * strength * uFlowFieldStrength;
particle.a += uDeltaTime * 0.3;
vec3 toTarget = base.xyz - particle.xyz;
particle.xyz += toTarget * uDeltaTime * 2.2;
}
gl_FragColor = particle;
}
`;
export const PARTICLE_VERT = `
uniform vec2 uResolution;
uniform float uSize;
uniform float uVisibility;
uniform sampler2D uParticlesTexture;
attribute vec2 aParticlesUv;
attribute float aSize;
varying float vAlpha;
void main() {
vec4 particle = texture2D(uParticlesTexture, aParticlesUv);
vec4 modelPosition = modelMatrix * vec4(particle.xyz, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
gl_Position = projectionMatrix * viewPosition;
vAlpha = uVisibility;
gl_PointSize = uSize * aSize * uResolution.y * 0.006;
gl_PointSize *= (1.0 / - viewPosition.z);
}
`;
export const PARTICLE_FRAG = `
varying float vAlpha;
void main() {
vec2 c = gl_PointCoord - 0.5;
float d = length(c);
if (d > 0.5) discard;
float a = smoothstep(0.5, 0.15, d) * vAlpha;
gl_FragColor = vec4(vec3(1.0), a);
}
`;
export const ASCII_VERT = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
export const TRAIL_LEN = 24;
export const ASCII_FRAG = `
uniform sampler2D tDiffuse;
uniform vec2 uResolution;
uniform float uAsciiPixelSize;
uniform sampler2D uAsciiTexture;
uniform vec2 uCharCount;
uniform float uAsciiContrast;
uniform float uAsciiBrightness;
uniform float uAsciiMin;
uniform float uAsciiMax;
uniform float uAspect;
uniform vec3 uInk;
uniform vec2 uTrail[${TRAIL_LEN}];
uniform float uTrailAge[${TRAIL_LEN}];
uniform float uTrailOn;
varying vec2 vUv;
void main() {
vec2 normalizedPixelSize = uAsciiPixelSize / uResolution;
vec2 uvPixel = normalizedPixelSize * floor(vUv / normalizedPixelSize);
vec4 texColor = texture2D(tDiffuse, uvPixel);
float lumaRGB = dot(vec3(0.2126, 0.7152, 0.0722), texColor.rgb);
float luma = max(lumaRGB, texColor.a);
luma = (luma - uAsciiMin) / (uAsciiMax - uAsciiMin);
luma = clamp(luma, 0.0, 1.0);
luma = luma + uAsciiBrightness;
luma = (luma - 0.5) * uAsciiContrast + 0.5;
luma = clamp(luma, 0.0, 1.0);
vec2 cellUV = fract(vUv / normalizedPixelSize);
float charIndex = clamp(
floor(luma * (uCharCount.x - 1.0)),
0.0,
uCharCount.x - 1.0
);
vec2 asciiUV = vec2(
(charIndex + cellUV.x) / uCharCount.x,
cellUV.y
);
float character = texture2D(uAsciiTexture, asciiUV).r;
vec2 cellCenter = uvPixel + normalizedPixelSize * 0.5;
vec3 inkDeep = vec3(0.14, 0.16, 0.30);
vec3 inkLift = vec3(0.20, 0.24, 0.42);
vec3 baseColor = mix(inkDeep, inkLift, smoothstep(0.0, 1.0, cellCenter.x));
float trail = 0.0;
float headness = 0.0;
for (int i = 0; i < ${TRAIL_LEN}; i++) {
float age = uTrailAge[i];
if (age >= 1.0) continue;
vec2 d = (cellCenter - uTrail[i]) * vec2(uAspect, 1.0);
float rad = 0.16 + age * 0.10;
float g = smoothstep(rad, 0.0, length(d)) * (1.0 - age);
if (g > trail) { trail = g; headness = 1.0 - age; }
}
trail *= uTrailOn;
vec3 trailCool = vec3(0.29, 0.23, 1.0);
vec3 trailHot = vec3(1.0, 0.32, 0.68);
vec3 trailColor = mix(trailCool, trailHot, headness);
vec3 glyphColor = mix(baseColor, trailColor, clamp(trail, 0.0, 1.0));
float ink = character * smoothstep(0.015, 0.18, luma);
ink = min(1.0, ink + trail * character * 0.3);
gl_FragColor = vec4(glyphColor * ink, ink);
}
`;export const RAMP = " .:-=+*#%VAULT";
export function buildAtlas(ramp = RAMP, cell = 64): HTMLCanvasElement {
const n = ramp.length;
const c = document.createElement("canvas");
c.width = cell * n;
c.height = cell;
const ctx = c.getContext("2d")!;
ctx.clearRect(0, 0, c.width, c.height);
ctx.fillStyle = "#fff";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.font = `${Math.floor(cell * 0.74)}px ui-monospace, "SF Mono", Menlo, monospace`;
for (let i = 0; i < n; i++) {
const ch = ramp[i];
if (ch !== " ") ctx.fillText(ch, i * cell + cell / 2, cell / 2 + cell * 0.04);
}
return c;
}export interface WordPoints {
positions: Float32Array;
count: number;
aspect: number;
}
export function buildWordPoints(
word: string,
size: number,
): WordPoints {
const count = size * size;
const W = 1024;
const H = 320;
const c = document.createElement("canvas");
c.width = W;
c.height = H;
const ctx = c.getContext("2d", { willReadFrequently: true })!;
ctx.clearRect(0, 0, W, H);
ctx.fillStyle = "#fff";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
let fontSize = 240;
ctx.font = `800 ${fontSize}px ui-sans-serif, system-ui, sans-serif`;
const margin = 80;
const measured = ctx.measureText(word).width;
if (measured > W - margin) {
fontSize = Math.floor(fontSize * ((W - margin) / measured));
ctx.font = `800 ${fontSize}px ui-sans-serif, system-ui, sans-serif`;
}
ctx.fillText(word, W / 2, H / 2);
const data = ctx.getImageData(0, 0, W, H).data;
const lit: [number, number][] = [];
const stride = 2;
for (let y = 0; y < H; y += stride) {
for (let x = 0; x < W; x += stride) {
const a = data[(y * W + x) * 4 + 3];
if (a > 128) lit.push([x, y]);
}
}
if (lit.length === 0) {
for (let i = 0; i < 256; i++) lit.push([W / 2, H / 2]);
}
const aspect = W / H;
const positions = new Float32Array(count * 4);
for (let i = 0; i < count; i++) {
const p = lit[(Math.random() * lit.length) | 0];
const jx = (Math.random() - 0.5) * stride;
const jy = (Math.random() - 0.5) * stride;
const nx = ((p[0] + jx) / W - 0.5) * 2 * aspect;
const ny = -((p[1] + jy) / H - 0.5) * 2;
const nz = (Math.random() - 0.5) * 0.08;
positions[i * 4 + 0] = nx;
positions[i * 4 + 1] = ny;
positions[i * 4 + 2] = nz;
positions[i * 4 + 3] = Math.random();
}
return { positions, count, aspect };
}import * as THREE from "three";
import { GPUComputationRenderer } from "three/examples/jsm/misc/GPUComputationRenderer.js";
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import {
GPGPU_COMPUTE,
PARTICLE_VERT,
PARTICLE_FRAG,
ASCII_VERT,
ASCII_FRAG,
TRAIL_LEN,
} from "./shaders";
import { buildAtlas, RAMP } from "./atlas";
import { buildWordPoints } from "./word-points";
const FLOW_INFLUENCE = 0.43;
const FLOW_STRENGTH = 1.09;
const FLOW_FREQUENCY = 0.53;
const MOUSE_STRENGTH = 0.08;
const MOUSE_SPEED_GAIN = 1.5;
const IS_TOUCH =
typeof window !== "undefined" &&
(window.matchMedia?.("(pointer: coarse)").matches ?? false);
const FBO_SIZE = IS_TOUCH ? 128 : 200;
const MAX_DPR = IS_TOUCH ? 1.5 : 2;
const RENDER_SCALE = 0.5;
const ASCII_CELL_DIVISOR = 100;
export interface AsciiWordmarkOptions {
word: string;
inkColor: string;
}
export class AsciiWordmarkRenderer {
private host: HTMLElement;
private opts: AsciiWordmarkOptions;
private renderer!: THREE.WebGLRenderer;
private scene = new THREE.Scene();
private camera!: THREE.PerspectiveCamera;
private composer!: EffectComposer;
private asciiPass!: ShaderPass;
private gpgpu!: GPUComputationRenderer;
private posVar!: ReturnType<GPUComputationRenderer["addVariable"]>;
private points!: THREE.Points;
private pointsMat!: THREE.ShaderMaterial;
private clock = new THREE.Clock();
private raf = 0;
private running = false;
private onScreen = true;
private disposed = false;
private mouse = new THREE.Vector3(9999, 9999, 0);
private prevMouse = new THREE.Vector3(9999, 9999, 0);
private mouseSpeed = 0;
private mouseUv = new THREE.Vector2(9999, 9999);
private onCard = false;
private trailPos: THREE.Vector2[] = [];
private trailAge: Float32Array = new Float32Array(TRAIL_LEN).fill(1);
private trailOn = 0;
private visibility = 0;
private wordAspect = 3;
private readonly WORD_MARGIN = 0.92;
private io?: IntersectionObserver;
private ro?: ResizeObserver;
constructor(host: HTMLElement, opts: AsciiWordmarkOptions) {
this.host = host;
this.opts = opts;
}
mount(): boolean {
const { clientWidth: w, clientHeight: h } = this.host;
const dpr = Math.min(window.devicePixelRatio || 1, MAX_DPR);
this.renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: false,
powerPreference: "high-performance",
failIfMajorPerformanceCaveat: false,
});
this.renderer.setPixelRatio(dpr);
this.renderer.setSize(w, h);
this.renderer.setClearColor(0x000000, 0);
this.host.appendChild(this.renderer.domElement);
Object.assign(this.renderer.domElement.style, {
position: "absolute",
inset: "0",
width: "100%",
height: "100%",
display: "block",
touchAction: "pan-y",
userSelect: "none",
WebkitUserSelect: "none",
});
const { positions, count, aspect } = buildWordPoints(this.opts.word, FBO_SIZE);
this.wordAspect = aspect;
this.camera = new THREE.PerspectiveCamera(35, w / h, 0.1, 100);
this.frameWord(w / h);
this.camera.lookAt(0, 0, 0);
if (!this.initGPGPU(positions)) return false;
this.initPoints(count);
this.initComposer(w, h, dpr);
this.bindEvents();
return true;
}
private initGPGPU(positions: Float32Array): boolean {
this.gpgpu = new GPUComputationRenderer(FBO_SIZE, FBO_SIZE, this.renderer);
this.gpgpu.setDataType(THREE.HalfFloatType);
const baseTex = this.gpgpu.createTexture();
(baseTex.image.data as Float32Array).set(positions);
const initTex = this.gpgpu.createTexture();
(initTex.image.data as Float32Array).set(positions);
this.posVar = this.gpgpu.addVariable("uParticles", GPGPU_COMPUTE, initTex);
this.gpgpu.setVariableDependencies(this.posVar, [this.posVar]);
const u = this.posVar.material.uniforms;
u.uTime = { value: 0 };
u.uDeltaTime = { value: 0 };
u.uBase = { value: baseTex };
u.uFlowFieldInfluence = { value: FLOW_INFLUENCE };
u.uFlowFieldStrength = { value: FLOW_STRENGTH };
u.uFlowFieldFrequency = { value: FLOW_FREQUENCY };
u.uMouse = { value: new THREE.Vector3(9999, 9999, 0) };
u.uMouseStrength = { value: MOUSE_STRENGTH };
u.uMouseSpeed = { value: 0 };
const err = this.gpgpu.init();
if (err) {
console.warn("[ascii-wordmark] GPGPU unsupported, skipping:", err);
return false;
}
return true;
}
private initPoints(count: number) {
const geo = new THREE.BufferGeometry();
const uvs = new Float32Array(count * 2);
const sizes = new Float32Array(count);
let i = 0;
for (let y = 0; y < FBO_SIZE; y++) {
for (let x = 0; x < FBO_SIZE; x++) {
uvs[i * 2] = (x + 0.5) / FBO_SIZE;
uvs[i * 2 + 1] = (y + 0.5) / FBO_SIZE;
sizes[i] = 0.6 + Math.random() * 0.8;
i++;
}
}
geo.setAttribute("position", new THREE.BufferAttribute(new Float32Array(count * 3), 3));
geo.setAttribute("aParticlesUv", new THREE.BufferAttribute(uvs, 2));
geo.setAttribute("aSize", new THREE.BufferAttribute(sizes, 1));
geo.setDrawRange(0, count);
this.pointsMat = new THREE.ShaderMaterial({
vertexShader: PARTICLE_VERT,
fragmentShader: PARTICLE_FRAG,
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
uniforms: {
uResolution: { value: new THREE.Vector2() },
uSize: { value: 4 },
uVisibility: { value: 0 },
uParticlesTexture: { value: null },
},
});
this.points = new THREE.Points(geo, this.pointsMat);
this.points.frustumCulled = false;
this.scene.add(this.points);
}
private initComposer(w: number, h: number, dpr: number) {
const bw = Math.max(2, Math.round(w * RENDER_SCALE));
const bh = Math.max(2, Math.round(h * RENDER_SCALE));
this.composer = new EffectComposer(this.renderer);
this.composer.setPixelRatio(dpr);
this.composer.setSize(w, h);
this.composer.addPass(new RenderPass(this.scene, this.camera));
const atlas = buildAtlas(RAMP);
const atlasTex = new THREE.CanvasTexture(atlas);
atlasTex.minFilter = THREE.LinearFilter;
atlasTex.magFilter = THREE.LinearFilter;
const cell = (bw * dpr) / ASCII_CELL_DIVISOR;
const ink = new THREE.Color(this.opts.inkColor);
this.trailPos = Array.from({ length: TRAIL_LEN }, () => new THREE.Vector2(9999, 9999));
this.trailAge = new Float32Array(TRAIL_LEN).fill(1);
this.asciiPass = new ShaderPass({
uniforms: {
tDiffuse: { value: null },
uResolution: { value: new THREE.Vector2(bw * dpr, bh * dpr) },
uAsciiPixelSize: { value: cell },
uAsciiTexture: { value: atlasTex },
uCharCount: { value: new THREE.Vector2(RAMP.length, 1) },
uAsciiContrast: { value: 1.4 },
uAsciiBrightness: { value: 0.12 },
uAsciiMin: { value: 0.0 },
uAsciiMax: { value: 1.0 },
uAspect: { value: w / h },
uInk: { value: new THREE.Vector3(ink.r, ink.g, ink.b) },
uTrail: { value: this.trailPos },
uTrailAge: { value: this.trailAge },
uTrailOn: { value: 0 },
},
vertexShader: ASCII_VERT,
fragmentShader: ASCII_FRAG,
});
this.asciiPass.renderToScreen = true;
this.composer.addPass(this.asciiPass);
this.pointsMat.uniforms.uResolution.value.set(w * dpr, h * dpr);
}
private bindEvents() {
const onPointerMove = (e: PointerEvent) => {
const r = this.host.getBoundingClientRect();
const nx = ((e.clientX - r.left) / r.width) * 2 - 1;
const ny = -(((e.clientY - r.top) / r.height) * 2 - 1);
const v = new THREE.Vector3(nx, ny, 0.5).unproject(this.camera);
const dir = v.sub(this.camera.position).normalize();
const dist = -this.camera.position.z / dir.z;
this.mouse.copy(this.camera.position).add(dir.multiplyScalar(dist));
this.mouseUv.set((e.clientX - r.left) / r.width, 1 - (e.clientY - r.top) / r.height);
this.onCard = true;
};
const onPointerLeave = () => {
this.mouse.set(9999, 9999, 0);
this.mouseUv.set(9999, 9999);
this.onCard = false;
};
this.host.addEventListener("pointermove", onPointerMove);
this.host.addEventListener("pointerleave", onPointerLeave);
this.cleanupFns.push(() => {
this.host.removeEventListener("pointermove", onPointerMove);
this.host.removeEventListener("pointerleave", onPointerLeave);
});
const onVis = () => (document.hidden ? this.stop() : this.maybeStart());
document.addEventListener("visibilitychange", onVis);
this.cleanupFns.push(() => document.removeEventListener("visibilitychange", onVis));
this.io = new IntersectionObserver(
(es) => {
this.onScreen = es[0]?.isIntersecting ?? true;
this.onScreen ? this.maybeStart() : this.stop();
},
{ threshold: 0.01 },
);
this.io.observe(this.host);
this.ro = new ResizeObserver(() => this.resize());
this.ro.observe(this.host);
}
private cleanupFns: (() => void)[] = [];
private frameWord(viewportAspect: number) {
const halfV = THREE.MathUtils.degToRad(this.camera.fov) / 2;
const tanV = Math.tan(halfV);
const distForHeight = 1.0 / tanV;
const distForWidth = this.wordAspect / (tanV * viewportAspect);
const dist = Math.max(distForHeight, distForWidth) * this.WORD_MARGIN;
this.camera.position.set(0, 0, dist);
}
private resize() {
if (this.disposed) return;
const { clientWidth: w, clientHeight: h } = this.host;
if (w === 0 || h === 0) return;
const dpr = Math.min(window.devicePixelRatio || 1, MAX_DPR);
this.renderer.setPixelRatio(dpr);
this.renderer.setSize(w, h);
this.composer.setPixelRatio(dpr);
this.composer.setSize(w, h);
this.camera.aspect = w / h;
this.frameWord(w / h);
this.camera.updateProjectionMatrix();
const bw = Math.max(2, Math.round(w * RENDER_SCALE));
const bh = Math.max(2, Math.round(h * RENDER_SCALE));
this.asciiPass.uniforms.uResolution.value.set(bw * dpr, bh * dpr);
this.asciiPass.uniforms.uAsciiPixelSize.value = (bw * dpr) / ASCII_CELL_DIVISOR;
this.asciiPass.uniforms.uAspect.value = w / h;
this.pointsMat.uniforms.uResolution.value.set(w * dpr, h * dpr);
}
start() {
this.onScreen = true;
this.maybeStart();
}
private maybeStart() {
if (this.disposed || this.running || !this.onScreen || document.hidden) return;
this.running = true;
this.clock.getDelta();
this.raf = requestAnimationFrame(this.loop);
}
stop() {
this.running = false;
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = 0;
}
private advanceTrail(dt: number) {
const TRAIL_LIFE = 0.75;
for (let i = 0; i < TRAIL_LEN; i++) {
this.trailAge[i] = Math.min(1, this.trailAge[i] + dt / TRAIL_LIFE);
}
if (this.onCard) {
for (let i = TRAIL_LEN - 1; i > 0; i--) {
this.trailPos[i].copy(this.trailPos[i - 1]);
this.trailAge[i] = this.trailAge[i - 1];
}
this.trailPos[0].copy(this.mouseUv);
this.trailAge[0] = 0;
}
this.asciiPass.uniforms.uTrailAge.value = this.trailAge;
}
private loop = () => {
if (!this.running) return;
const dt = Math.min(this.clock.getDelta(), 1 / 30);
const t = this.clock.elapsedTime;
this.mouseSpeed = this.mouse.distanceTo(this.prevMouse);
if (this.mouse.x > 9000) this.mouseSpeed = 0;
this.prevMouse.copy(this.mouse);
const cu = this.posVar.material.uniforms;
cu.uTime.value = t;
cu.uDeltaTime.value = dt;
cu.uMouse.value.copy(this.mouse);
cu.uMouseSpeed.value = this.mouseSpeed * MOUSE_SPEED_GAIN;
this.gpgpu.compute();
this.pointsMat.uniforms.uParticlesTexture.value =
this.gpgpu.getCurrentRenderTarget(this.posVar).texture;
this.visibility = Math.min(1, this.visibility + dt * 0.9);
this.pointsMat.uniforms.uVisibility.value = this.visibility;
const au = this.asciiPass.uniforms;
this.advanceTrail(dt);
this.trailOn += ((this.onCard ? 1 : 0) - this.trailOn) * Math.min(1, dt * 6);
au.uTrailOn.value = this.trailOn;
this.composer.render();
this.raf = requestAnimationFrame(this.loop);
};
dispose() {
this.disposed = true;
this.stop();
this.cleanupFns.forEach((fn) => fn());
this.io?.disconnect();
this.ro?.disconnect();
this.points?.geometry.dispose();
this.pointsMat?.dispose();
this.asciiPass?.uniforms.uAsciiTexture.value?.dispose?.();
this.gpgpu?.dispose?.();
this.composer?.dispose?.();
this.renderer?.dispose();
this.renderer?.forceContextLoss?.();
if (this.renderer?.domElement.parentNode) {
this.renderer.domElement.parentNode.removeChild(this.renderer.domElement);
}
}
}- Source: user-copied "Copy prompt" from arlan (arlan.me), received 2026-07-19; not yet listed on arlan.me/vault or its sitemap at that date.
- This entry depends on Three.js (r160+ style imports); the preview in design-vault.html is a raw-WebGL port with identical shader math (see previews/ascii-wordmark/).
.claude/skills/design-vault/references/ascii-wordmark.mdPage Effects
Ripple
Water ripples spread from every click and refract the live page like a pond surface, with chromatic dispersion and light glints on the crests. The HTML stays fully interactive underneath. From Canvas UI, no dependencies.
Live preview
How it works
How it works. The page is captured into a texture with the experimental html-in-canvas API (canvas layoutsubtree + drawElementImage + requestPaint, Chrome behind chrome://flags/#canvas-draw-element); a WebGL2 fragment shader then renders the whole viewport. Each click pushes a wave (x, y, age, amp) into a 12-slot uniform array. Per fragment the shader evaluates every live wave train as a Gaussian-windowed sinusoid around the expanding front (s = r - speed·age): the analytic derivative dh = (k·cos(sk) - 2s/w²·sin(sk))·env gives the surface slope directly, no simulation buffers needed. The slope gradient does three jobs: it offsets the texture lookup (refraction), samples R/G/B at slightly different offsets (dispersion fringes), and is dotted with a light direction for specular glints and shading on the crests. Waves die by exponential decay and are pruned on the CPU; the rAF loop stops when no ripples are alive (and repaints only on onpaint when the page changes). prefers-reduced-motion disables splashes entirely.
Without the flag the engine still runs: it draws glints-only over the untouched page (uHasContent = 0). The vault preview shows both paths: the card feeds the shader a canvas-drawn mock page so the full refraction shows everywhere, and the Page demo button overlays a fixed full-viewport canvas running the glints pass over the whole vault — click anywhere and the water spreads across the entire page, like the live canvasui.dev docs.
API (props on the component / options for createRipple):
amplitude(number, 0.5) — height of the waves (0 to 3)speed(number, 0.65) — how fast the rings travel outwardwavelength(number, 80) — distance between wave crests in CSS pxrings(number, 2) — crests per wave train (1 to 8)decay(number, 1) — how quickly waves lose energyrefraction(number, 100) — how strongly waves bend the content, in CSS pxdispersion(number, 0.5) — chromatic splitting along the slopes (0 to 1)shine(number, 0.5) — intensity of the crest glints (0 to 2)trigger("click" | "hover" | "none", "click") — what spawns ripplesinterval(number, 0) — seconds between ambient ripples; 0 disables
Instance methods: setOptions(next), splash(x, y, strength?), resize(), destroy().
Install: npx shadcn@latest add @canvas-ui/ripple-react.json (also -vue, -svelte, -vanilla). Vue/Svelte source lives in the staged extract raw/canvasui/ripple.md.
Code
"use client";
import {
useEffect,
useRef,
useState,
useSyncExternalStore,
type ReactNode,
} from "react";
export type RippleTrigger = "click" | "hover" | "none";
export interface RippleOptions {
/** Height of the waves (0 to 3). */
amplitude?: number;
/** How fast the rings travel outward. 1 is normal speed. */
speed?: number;
/** Distance between wave crests in CSS pixels. */
wavelength?: number;
/** Number of crests in each wave train (1 to 8). */
rings?: number;
/** How quickly the waves lose energy (higher dies faster). */
decay?: number;
/** How strongly the waves bend the page content, in CSS pixels. */
refraction?: number;
/** Chromatic dispersion splitting colors along the wave slopes (0 to 1). */
dispersion?: number;
/** Intensity of the light glints on the wave crests (0 to 2). */
shine?: number;
/** What spawns ripples. "click" on press, "hover" also leaves a wake while moving, "none" only ambient. */
trigger?: RippleTrigger;
/** Seconds between ambient ripples at random positions. 0 disables them. */
interval?: number;
}
export interface RippleElements {
/** Canvas with layoutsubtree that hosts the HTML content. */
source: HTMLCanvasElement;
/** The element inside the source canvas that gets captured. */
content: HTMLElement;
/** Canvas the WebGL effect renders to. */
output: HTMLCanvasElement;
}
export interface RippleInstance {
/** Update effect options live. */
setOptions: (options: RippleOptions) => void;
/** Spawn a ripple at a position in CSS pixels relative to the element. */
splash: (x: number, y: number, strength?: number) => void;
/** Re-read canvas size. Call when the element is resized. */
resize: () => void;
/** Stop the loop and release all GPU resources. */
destroy: () => void;
}
const DEFAULTS: Required<RippleOptions> = {
amplitude: 0.5,
speed: 0.65,
wavelength: 80,
rings: 2,
decay: 1,
refraction: 100,
dispersion: 0.5,
shine: 0.5,
trigger: "click",
interval: 0,
};
const MAX_RIPPLES = 12;
const BASE_SPEED = 340;
type PaintableCanvas = HTMLCanvasElement & {
onpaint?: (() => void) | null;
requestPaint?: () => void;
};
type ElementImageContext = CanvasRenderingContext2D & {
drawElementImage?: (element: Element, x: number, y: number) => void;
};
const VERT = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPos;
out vec2 vUv;
void main () {
vUv = aPos * 0.5 + 0.5;
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 outColor;
uniform sampler2D uContent;
uniform vec2 uResolution;
uniform vec4 uRipples[12];
uniform int uCount;
uniform float uSpeed;
uniform float uWavelength;
uniform float uWidth;
uniform float uDecay;
uniform float uRefraction;
uniform float uDispersion;
uniform float uShine;
uniform float uHasContent;
uniform float uMaxX;
vec4 page (vec2 p) {
p.x = clamp(p.x, 0.0005, uMaxX - 0.0005);
p.y = clamp(p.y, 0.0005, 0.9995);
return texture(uContent, p);
}
void main () {
vec2 pUv = vec2(vUv.x, 1.0 - vUv.y);
vec2 frag = pUv * uResolution;
vec2 grad = vec2(0.0);
float k = 6.28318530718 / uWavelength;
float w2 = uWidth * uWidth;
for (int i = 0; i < 12; i++) {
if (i >= uCount) break;
vec4 rp = uRipples[i];
vec2 dv = frag - rp.xy;
float r = length(dv);
float front = uSpeed * rp.z;
float s = r - front;
float env = exp(-s * s / w2) * exp(-uDecay * rp.z) * rp.w;
env *= smoothstep(0.0, 0.08, rp.z);
env *= inversesqrt(1.0 + front / max(uWavelength, 1.0) * 0.2);
if (env < 0.0015) continue;
float dh = (k * cos(s * k) - 2.0 * s / w2 * sin(s * k)) * env;
grad += dv / max(r, 1.0) * dh * uWavelength * 0.16;
}
float g = dot(grad, vec2(-0.55, -0.8));
float glint = pow(clamp(g * 2.2, 0.0, 1.0), 2.0) * uShine;
float shade = pow(clamp(-g * 1.6, 0.0, 1.0), 2.0) * uShine * 0.3;
if (uHasContent < 0.5) {
float a = clamp(glint * 0.9 + shade * 0.5, 0.0, 0.85);
outColor = vec4(vec3(glint * 0.9), a);
return;
}
vec2 offs = grad * uRefraction / uResolution;
vec3 col;
if (uDispersion > 0.001) {
float d = uDispersion * 0.35;
col = vec3(
page(pUv + offs * (1.0 + d)).r,
page(pUv + offs).g,
page(pUv + offs * (1.0 - d)).b
);
} else {
col = page(pUv + offs).rgb;
}
col += glint;
col *= 1.0 - shade;
outColor = vec4(col, 1.0);
}`;
export function supportsHtmlInCanvas(): boolean {
if (typeof document === "undefined") return false;
const probe = document.createElement("canvas") as PaintableCanvas;
const ctx = probe.getContext("2d") as ElementImageContext | null;
return Boolean(
ctx &&
typeof ctx.drawElementImage === "function" &&
typeof probe.requestPaint === "function",
);
}
export function createRipple(
elements: RippleElements,
options: RippleOptions = {},
): RippleInstance | null {
const config = { ...DEFAULTS, ...options };
const { source, content, output } = elements;
const gl = output.getContext("webgl2", {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: true,
});
if (!gl || gl.isContextLost()) return null;
const sourceCtx = source.getContext("2d") as ElementImageContext | null;
const paintable = source as PaintableCanvas;
const htmlInCanvas = Boolean(
sourceCtx &&
typeof sourceCtx.drawElementImage === "function" &&
typeof paintable.requestPaint === "function",
);
let contentDirty = false;
let wake = () => {};
if (htmlInCanvas) {
paintable.onpaint = () => {
try {
sourceCtx!.reset();
sourceCtx!.drawElementImage!(content, 0, 0);
contentDirty = true;
wake();
} catch {}
};
}
function compile(type: number, text: string): WebGLShader {
const shader = gl!.createShader(type)!;
gl!.shaderSource(shader, text);
gl!.compileShader(shader);
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("Ripple shader error:", gl!.getShaderInfoLog(shader));
}
return shader;
}
const vertexShader = compile(gl.VERTEX_SHADER, VERT);
const fragmentShader = compile(gl.FRAGMENT_SHADER, FRAG);
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const uniforms: Record<string, WebGLUniformLocation> = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i)!;
uniforms[info.name.replace("[0]", "")] = gl.getUniformLocation(
program,
info.name,
)!;
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const contentTexture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, contentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0]),
);
let contentMaxX = 1;
function syncCanvasSize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(output.clientWidth * dpr));
const height = Math.max(1, Math.round(output.clientHeight * dpr));
if (output.width !== width || output.height !== height) {
output.width = width;
output.height = height;
}
contentMaxX = Math.min(
1,
Math.max(0.05, content.clientWidth / Math.max(output.clientWidth, 1)),
);
if (htmlInCanvas) {
const cssWidth = Math.max(1, Math.round(source.clientWidth));
const cssHeight = Math.max(1, Math.round(source.clientHeight));
if (source.width !== cssWidth || source.height !== cssHeight) {
source.width = cssWidth;
source.height = cssHeight;
}
paintable.requestPaint!();
}
}
syncCanvasSize();
function uploadContent() {
if (!htmlInCanvas || !contentDirty) return;
contentDirty = false;
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.texImage2D(
gl!.TEXTURE_2D,
0,
gl!.RGBA,
gl!.RGBA,
gl!.UNSIGNED_BYTE,
source,
);
}
type Wave = { x: number; y: number; age: number; amp: number };
const ripples: Wave[] = [];
const rippleData = new Float32Array(MAX_RIPPLES * 4);
function splash(x: number, y: number, strength = 1) {
if (reducedMotion) return;
if (ripples.length >= MAX_RIPPLES) ripples.shift();
ripples.push({ x, y, age: 0, amp: strength });
start();
}
function pruneRipples(delta: number) {
const diag = Math.hypot(output.clientWidth, output.clientHeight);
const speedPx = BASE_SPEED * Math.max(config.speed, 0.05);
const width = config.wavelength * Math.max(config.rings, 1) * 0.5;
for (let i = ripples.length - 1; i >= 0; i--) {
const rp = ripples[i];
rp.age += delta;
const gone =
rp.age * speedPx > diag + width * 3 ||
Math.exp(-Math.max(config.decay, 0.05) * rp.age) * rp.amp < 0.012;
if (gone) ripples.splice(i, 1);
}
}
function render() {
uploadContent();
const dpr = output.width / Math.max(output.clientWidth, 1);
gl!.useProgram(program);
gl!.activeTexture(gl!.TEXTURE0);
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.uniform1i(uniforms.uContent, 0);
gl!.uniform2f(uniforms.uResolution, output.width, output.height);
for (let i = 0; i < MAX_RIPPLES; i++) {
const rp = ripples[i];
rippleData[i * 4] = rp ? rp.x * dpr : 0;
rippleData[i * 4 + 1] = rp ? rp.y * dpr : 0;
rippleData[i * 4 + 2] = rp ? rp.age : 0;
rippleData[i * 4 + 3] = rp ? rp.amp * Math.max(config.amplitude, 0) : 0;
}
gl!.uniform4fv(uniforms.uRipples, rippleData);
gl!.uniform1i(uniforms.uCount, ripples.length);
gl!.uniform1f(uniforms.uSpeed, BASE_SPEED * Math.max(config.speed, 0.05) * dpr);
gl!.uniform1f(uniforms.uWavelength, Math.max(config.wavelength, 4) * dpr);
gl!.uniform1f(
uniforms.uWidth,
Math.max(config.wavelength, 4) * Math.max(config.rings, 1) * 0.5 * dpr,
);
gl!.uniform1f(uniforms.uDecay, Math.max(config.decay, 0.05));
gl!.uniform1f(uniforms.uRefraction, Math.max(config.refraction, 0) * dpr);
gl!.uniform1f(uniforms.uDispersion, Math.max(config.dispersion, 0));
gl!.uniform1f(uniforms.uShine, Math.max(config.shine, 0));
gl!.uniform1f(uniforms.uHasContent, htmlInCanvas ? 1 : 0);
gl!.uniform1f(uniforms.uMaxX, contentMaxX);
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
}
function renderIdle() {
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
if (htmlInCanvas) {
render();
} else {
gl!.clearColor(0, 0, 0, 0);
gl!.clear(gl!.COLOR_BUFFER_BIT);
}
}
let raf = 0;
let lastTime = performance.now();
let destroyed = false;
let running = false;
let visible = true;
let ambientTimer = 0;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
let reducedMotion = motionQuery.matches;
function spawnAmbient() {
const w = output.clientWidth;
const h = output.clientHeight;
if (w < 10 || h < 10) return;
splash(
w * (0.15 + Math.random() * 0.7),
h * (0.15 + Math.random() * 0.7),
0.6 + Math.random() * 0.5,
);
}
function frame(now: number) {
if (destroyed) return;
if (!visible) {
running = false;
return;
}
const delta = Math.min(Math.max((now - lastTime) / 1000, 0), 1 / 30);
lastTime = now;
if (!reducedMotion) {
pruneRipples(delta);
if (config.interval > 0) {
ambientTimer += delta;
if (ambientTimer >= config.interval) {
ambientTimer = 0;
spawnAmbient();
}
}
}
if (ripples.length > 0) {
render();
} else {
renderIdle();
if (!contentDirty && (config.interval <= 0 || reducedMotion)) {
running = false;
return;
}
}
raf = requestAnimationFrame(frame);
}
function start() {
if (destroyed || running || !visible) return;
running = true;
lastTime = performance.now();
raf = requestAnimationFrame(frame);
}
wake = start;
start();
function localPoint(event: PointerEvent): [number, number] {
const rect = output.getBoundingClientRect();
return [event.clientX - rect.left, event.clientY - rect.top];
}
let hoverX = -1e5;
let hoverY = -1e5;
function onPointerDown(event: PointerEvent) {
if (config.trigger === "none") return;
const [x, y] = localPoint(event);
splash(x, y, 1);
}
function onPointerMove(event: PointerEvent) {
if (config.trigger !== "hover") return;
const [x, y] = localPoint(event);
if (Math.hypot(x - hoverX, y - hoverY) < 56) return;
hoverX = x;
hoverY = y;
splash(x, y, 0.3);
}
content.addEventListener("pointerdown", onPointerDown, { passive: true });
content.addEventListener("pointermove", onPointerMove, { passive: true });
function onMotionChange() {
reducedMotion = motionQuery.matches;
if (reducedMotion) ripples.length = 0;
start();
}
motionQuery.addEventListener("change", onMotionChange);
const observer = new ResizeObserver(() => {
syncCanvasSize();
start();
});
observer.observe(output);
observer.observe(content);
const intersection = new IntersectionObserver((entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (visible) start();
});
intersection.observe(output);
return {
setOptions(next) {
Object.assign(config, next);
start();
},
splash,
resize() {
syncCanvasSize();
start();
},
destroy() {
destroyed = true;
cancelAnimationFrame(raf);
content.removeEventListener("pointerdown", onPointerDown);
content.removeEventListener("pointermove", onPointerMove);
observer.disconnect();
intersection.disconnect();
motionQuery.removeEventListener("change", onMotionChange);
gl!.deleteTexture(contentTexture);
gl!.deleteProgram(program);
gl!.deleteShader(vertexShader);
gl!.deleteShader(fragmentShader);
gl!.deleteBuffer(quad);
if (htmlInCanvas) paintable.onpaint = null;
},
};
}
export interface RippleProps extends RippleOptions {
children: ReactNode;
className?: string;
style?: React.CSSProperties;
}
const emptySubscribe = () => () => {};
export function Ripple({ children, className, style, ...options }: RippleProps) {
const sourceRef = useRef<HTMLCanvasElement>(null);
const contentRef = useRef<HTMLDivElement>(null);
const outputRef = useRef<HTMLCanvasElement>(null);
const instanceRef = useRef<RippleInstance | null>(null);
const [initialOptions] = useState(options);
const [failed, setFailed] = useState(false);
const supported = useSyncExternalStore(
emptySubscribe,
supportsHtmlInCanvas,
() => false,
);
const native = supported && !failed;
useEffect(() => {
const source = sourceRef.current;
const content = contentRef.current;
const output = outputRef.current;
if (!source || !content || !output) return;
instanceRef.current = createRipple(
{ source, content, output },
initialOptions,
);
if (native && !instanceRef.current) setFailed(true);
return () => {
instanceRef.current?.destroy();
instanceRef.current = null;
};
}, [initialOptions, native]);
useEffect(() => {
instanceRef.current?.setOptions(options);
});
return (
<div className={className} style={{ position: "relative", ...style }}>
<canvas
ref={sourceRef}
// @ts-expect-error experimental html-in-canvas attribute
layoutsubtree="true"
suppressHydrationWarning
style={
native
? { position: "absolute", inset: 0, width: "100%", height: "100%" }
: { display: "none" }
}
>
{native ? (
<div
ref={contentRef}
style={{
position: "relative",
width: "100%",
height: "100%",
overflow: "auto",
}}
>
{children}
</div>
) : null}
</canvas>
{!native ? (
<div
ref={contentRef}
style={{
position: "relative",
width: "100%",
height: "100%",
overflow: "auto",
}}
>
{children}
</div>
) : null}
<canvas
ref={outputRef}
aria-hidden
style={{
position: "absolute",
inset: 0,
width: "100%",
height: "100%",
pointerEvents: "none",
}}
/>
</div>
);
}
export default Ripple;export type RippleTrigger = "click" | "hover" | "none";
export interface RippleOptions {
/** Height of the waves (0 to 3). */
amplitude?: number;
/** How fast the rings travel outward. 1 is normal speed. */
speed?: number;
/** Distance between wave crests in CSS pixels. */
wavelength?: number;
/** Number of crests in each wave train (1 to 8). */
rings?: number;
/** How quickly the waves lose energy (higher dies faster). */
decay?: number;
/** How strongly the waves bend the page content, in CSS pixels. */
refraction?: number;
/** Chromatic dispersion splitting colors along the wave slopes (0 to 1). */
dispersion?: number;
/** Intensity of the light glints on the wave crests (0 to 2). */
shine?: number;
/** What spawns ripples. "click" on press, "hover" also leaves a wake while moving, "none" only ambient. */
trigger?: RippleTrigger;
/** Seconds between ambient ripples at random positions. 0 disables them. */
interval?: number;
}
export interface RippleElements {
/** Canvas with layoutsubtree that hosts the HTML content. */
source: HTMLCanvasElement;
/** The element inside the source canvas that gets captured. */
content: HTMLElement;
/** Canvas the WebGL effect renders to. */
output: HTMLCanvasElement;
}
export interface RippleInstance {
/** Update effect options live. */
setOptions: (options: RippleOptions) => void;
/** Spawn a ripple at a position in CSS pixels relative to the element. */
splash: (x: number, y: number, strength?: number) => void;
/** Re-read canvas size. Call when the element is resized. */
resize: () => void;
/** Stop the loop and release all GPU resources. */
destroy: () => void;
}
const DEFAULTS: Required<RippleOptions> = {
amplitude: 0.5,
speed: 0.65,
wavelength: 80,
rings: 2,
decay: 1,
refraction: 100,
dispersion: 0.5,
shine: 0.5,
trigger: "click",
interval: 0,
};
const MAX_RIPPLES = 12;
const BASE_SPEED = 340;
type PaintableCanvas = HTMLCanvasElement & {
onpaint?: (() => void) | null;
requestPaint?: () => void;
};
type ElementImageContext = CanvasRenderingContext2D & {
drawElementImage?: (element: Element, x: number, y: number) => void;
};
const VERT = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPos;
out vec2 vUv;
void main () {
vUv = aPos * 0.5 + 0.5;
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 outColor;
uniform sampler2D uContent;
uniform vec2 uResolution;
uniform vec4 uRipples[12];
uniform int uCount;
uniform float uSpeed;
uniform float uWavelength;
uniform float uWidth;
uniform float uDecay;
uniform float uRefraction;
uniform float uDispersion;
uniform float uShine;
uniform float uHasContent;
uniform float uMaxX;
vec4 page (vec2 p) {
p.x = clamp(p.x, 0.0005, uMaxX - 0.0005);
p.y = clamp(p.y, 0.0005, 0.9995);
return texture(uContent, p);
}
void main () {
vec2 pUv = vec2(vUv.x, 1.0 - vUv.y);
vec2 frag = pUv * uResolution;
vec2 grad = vec2(0.0);
float k = 6.28318530718 / uWavelength;
float w2 = uWidth * uWidth;
for (int i = 0; i < 12; i++) {
if (i >= uCount) break;
vec4 rp = uRipples[i];
vec2 dv = frag - rp.xy;
float r = length(dv);
float front = uSpeed * rp.z;
float s = r - front;
float env = exp(-s * s / w2) * exp(-uDecay * rp.z) * rp.w;
env *= smoothstep(0.0, 0.08, rp.z);
env *= inversesqrt(1.0 + front / max(uWavelength, 1.0) * 0.2);
if (env < 0.0015) continue;
float dh = (k * cos(s * k) - 2.0 * s / w2 * sin(s * k)) * env;
grad += dv / max(r, 1.0) * dh * uWavelength * 0.16;
}
float g = dot(grad, vec2(-0.55, -0.8));
float glint = pow(clamp(g * 2.2, 0.0, 1.0), 2.0) * uShine;
float shade = pow(clamp(-g * 1.6, 0.0, 1.0), 2.0) * uShine * 0.3;
if (uHasContent < 0.5) {
float a = clamp(glint * 0.9 + shade * 0.5, 0.0, 0.85);
outColor = vec4(vec3(glint * 0.9), a);
return;
}
vec2 offs = grad * uRefraction / uResolution;
vec3 col;
if (uDispersion > 0.001) {
float d = uDispersion * 0.35;
col = vec3(
page(pUv + offs * (1.0 + d)).r,
page(pUv + offs).g,
page(pUv + offs * (1.0 - d)).b
);
} else {
col = page(pUv + offs).rgb;
}
col += glint;
col *= 1.0 - shade;
outColor = vec4(col, 1.0);
}`;
export function supportsHtmlInCanvas(): boolean {
if (typeof document === "undefined") return false;
const probe = document.createElement("canvas") as PaintableCanvas;
const ctx = probe.getContext("2d") as ElementImageContext | null;
return Boolean(
ctx &&
typeof ctx.drawElementImage === "function" &&
typeof probe.requestPaint === "function",
);
}
export function createRipple(
elements: RippleElements,
options: RippleOptions = {},
): RippleInstance | null {
const config = { ...DEFAULTS, ...options };
const { source, content, output } = elements;
const gl = output.getContext("webgl2", {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: true,
});
if (!gl || gl.isContextLost()) return null;
const sourceCtx = source.getContext("2d") as ElementImageContext | null;
const paintable = source as PaintableCanvas;
const htmlInCanvas = Boolean(
sourceCtx &&
typeof sourceCtx.drawElementImage === "function" &&
typeof paintable.requestPaint === "function",
);
let contentDirty = false;
let wake = () => {};
if (htmlInCanvas) {
paintable.onpaint = () => {
try {
sourceCtx!.reset();
sourceCtx!.drawElementImage!(content, 0, 0);
contentDirty = true;
wake();
} catch {}
};
}
function compile(type: number, text: string): WebGLShader {
const shader = gl!.createShader(type)!;
gl!.shaderSource(shader, text);
gl!.compileShader(shader);
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("Ripple shader error:", gl!.getShaderInfoLog(shader));
}
return shader;
}
const vertexShader = compile(gl.VERTEX_SHADER, VERT);
const fragmentShader = compile(gl.FRAGMENT_SHADER, FRAG);
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const uniforms: Record<string, WebGLUniformLocation> = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i)!;
uniforms[info.name.replace("[0]", "")] = gl.getUniformLocation(
program,
info.name,
)!;
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const contentTexture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, contentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0]),
);
let contentMaxX = 1;
function syncCanvasSize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(output.clientWidth * dpr));
const height = Math.max(1, Math.round(output.clientHeight * dpr));
if (output.width !== width || output.height !== height) {
output.width = width;
output.height = height;
}
contentMaxX = Math.min(
1,
Math.max(0.05, content.clientWidth / Math.max(output.clientWidth, 1)),
);
if (htmlInCanvas) {
const cssWidth = Math.max(1, Math.round(source.clientWidth));
const cssHeight = Math.max(1, Math.round(source.clientHeight));
if (source.width !== cssWidth || source.height !== cssHeight) {
source.width = cssWidth;
source.height = cssHeight;
}
paintable.requestPaint!();
}
}
syncCanvasSize();
function uploadContent() {
if (!htmlInCanvas || !contentDirty) return;
contentDirty = false;
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.texImage2D(
gl!.TEXTURE_2D,
0,
gl!.RGBA,
gl!.RGBA,
gl!.UNSIGNED_BYTE,
source,
);
}
type Wave = { x: number; y: number; age: number; amp: number };
const ripples: Wave[] = [];
const rippleData = new Float32Array(MAX_RIPPLES * 4);
function splash(x: number, y: number, strength = 1) {
if (reducedMotion) return;
if (ripples.length >= MAX_RIPPLES) ripples.shift();
ripples.push({ x, y, age: 0, amp: strength });
start();
}
function pruneRipples(delta: number) {
const diag = Math.hypot(output.clientWidth, output.clientHeight);
const speedPx = BASE_SPEED * Math.max(config.speed, 0.05);
const width = config.wavelength * Math.max(config.rings, 1) * 0.5;
for (let i = ripples.length - 1; i >= 0; i--) {
const rp = ripples[i];
rp.age += delta;
const gone =
rp.age * speedPx > diag + width * 3 ||
Math.exp(-Math.max(config.decay, 0.05) * rp.age) * rp.amp < 0.012;
if (gone) ripples.splice(i, 1);
}
}
function render() {
uploadContent();
const dpr = output.width / Math.max(output.clientWidth, 1);
gl!.useProgram(program);
gl!.activeTexture(gl!.TEXTURE0);
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.uniform1i(uniforms.uContent, 0);
gl!.uniform2f(uniforms.uResolution, output.width, output.height);
for (let i = 0; i < MAX_RIPPLES; i++) {
const rp = ripples[i];
rippleData[i * 4] = rp ? rp.x * dpr : 0;
rippleData[i * 4 + 1] = rp ? rp.y * dpr : 0;
rippleData[i * 4 + 2] = rp ? rp.age : 0;
rippleData[i * 4 + 3] = rp ? rp.amp * Math.max(config.amplitude, 0) : 0;
}
gl!.uniform4fv(uniforms.uRipples, rippleData);
gl!.uniform1i(uniforms.uCount, ripples.length);
gl!.uniform1f(uniforms.uSpeed, BASE_SPEED * Math.max(config.speed, 0.05) * dpr);
gl!.uniform1f(uniforms.uWavelength, Math.max(config.wavelength, 4) * dpr);
gl!.uniform1f(
uniforms.uWidth,
Math.max(config.wavelength, 4) * Math.max(config.rings, 1) * 0.5 * dpr,
);
gl!.uniform1f(uniforms.uDecay, Math.max(config.decay, 0.05));
gl!.uniform1f(uniforms.uRefraction, Math.max(config.refraction, 0) * dpr);
gl!.uniform1f(uniforms.uDispersion, Math.max(config.dispersion, 0));
gl!.uniform1f(uniforms.uShine, Math.max(config.shine, 0));
gl!.uniform1f(uniforms.uHasContent, htmlInCanvas ? 1 : 0);
gl!.uniform1f(uniforms.uMaxX, contentMaxX);
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
}
function renderIdle() {
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
if (htmlInCanvas) {
render();
} else {
gl!.clearColor(0, 0, 0, 0);
gl!.clear(gl!.COLOR_BUFFER_BIT);
}
}
let raf = 0;
let lastTime = performance.now();
let destroyed = false;
let running = false;
let visible = true;
let ambientTimer = 0;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
let reducedMotion = motionQuery.matches;
function spawnAmbient() {
const w = output.clientWidth;
const h = output.clientHeight;
if (w < 10 || h < 10) return;
splash(
w * (0.15 + Math.random() * 0.7),
h * (0.15 + Math.random() * 0.7),
0.6 + Math.random() * 0.5,
);
}
function frame(now: number) {
if (destroyed) return;
if (!visible) {
running = false;
return;
}
const delta = Math.min(Math.max((now - lastTime) / 1000, 0), 1 / 30);
lastTime = now;
if (!reducedMotion) {
pruneRipples(delta);
if (config.interval > 0) {
ambientTimer += delta;
if (ambientTimer >= config.interval) {
ambientTimer = 0;
spawnAmbient();
}
}
}
if (ripples.length > 0) {
render();
} else {
renderIdle();
if (!contentDirty && (config.interval <= 0 || reducedMotion)) {
running = false;
return;
}
}
raf = requestAnimationFrame(frame);
}
function start() {
if (destroyed || running || !visible) return;
running = true;
lastTime = performance.now();
raf = requestAnimationFrame(frame);
}
wake = start;
start();
function localPoint(event: PointerEvent): [number, number] {
const rect = output.getBoundingClientRect();
return [event.clientX - rect.left, event.clientY - rect.top];
}
let hoverX = -1e5;
let hoverY = -1e5;
function onPointerDown(event: PointerEvent) {
if (config.trigger === "none") return;
const [x, y] = localPoint(event);
splash(x, y, 1);
}
function onPointerMove(event: PointerEvent) {
if (config.trigger !== "hover") return;
const [x, y] = localPoint(event);
if (Math.hypot(x - hoverX, y - hoverY) < 56) return;
hoverX = x;
hoverY = y;
splash(x, y, 0.3);
}
content.addEventListener("pointerdown", onPointerDown, { passive: true });
content.addEventListener("pointermove", onPointerMove, { passive: true });
function onMotionChange() {
reducedMotion = motionQuery.matches;
if (reducedMotion) ripples.length = 0;
start();
}
motionQuery.addEventListener("change", onMotionChange);
const observer = new ResizeObserver(() => {
syncCanvasSize();
start();
});
observer.observe(output);
observer.observe(content);
const intersection = new IntersectionObserver((entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (visible) start();
});
intersection.observe(output);
return {
setOptions(next) {
Object.assign(config, next);
start();
},
splash,
resize() {
syncCanvasSize();
start();
},
destroy() {
destroyed = true;
cancelAnimationFrame(raf);
content.removeEventListener("pointerdown", onPointerDown);
content.removeEventListener("pointermove", onPointerMove);
observer.disconnect();
intersection.disconnect();
motionQuery.removeEventListener("change", onMotionChange);
gl!.deleteTexture(contentTexture);
gl!.deleteProgram(program);
gl!.deleteShader(vertexShader);
gl!.deleteShader(fragmentShader);
gl!.deleteBuffer(quad);
if (htmlInCanvas) paintable.onpaint = null;
},
};
}Part of Canvas UI by DavidHDev, MIT + Commons Clause. Docs: canvasui.dev/docs/components/ripple.
.claude/skills/design-vault/references/ripple.mdPage Effects
Glass
A glass lens follows your cursor and refracts the live page. Hover a target element and it magnifies like a crystal ball. The HTML stays fully interactive underneath. From Canvas UI, no dependencies.
Live preview
How it works
How it works. The page is captured into a texture with the experimental html-in-canvas API (canvas layoutsubtree + drawElementImage + requestPaint, Chrome behind chrome://flags/#canvas-draw-element); a WebGL2 fragment shader draws only the lens (scissor-clipped for cheap frames). The lens body is a rounded-rect SDF (circle = corner radius max), split into a flat face and a beveled rim (rim = linearStep(-edgeW, 0, sd)^bevel). A surface normal is built per fragment — flat with optional blue-noise scatter for frost blur, bending into the SDF gradient at the rim — and light is traced with a real refract() at the configured IOR, displaced by an optical depth. Chromatic aberration samples six spectral wavelengths (each with its own IOR) and sums them back to RGB. A Fresnel-Schlick + GGX pass mixes in a rim reflection of the page; a specular shine band keeps the lens visible over flat backgrounds. Hovering an element that matches targets eases uZoom toward zoom, magnifying like a crystal ball. All motion (position follow, zoom, presence scale-in) is exponential-decay eased, and the rAF loop stops entirely once everything settles. Without the flag the lens degrades to a glints-only rim so the component stays visible.
API (props on the component / options for createGlass):
shape("circle" | "square" | "rectangle", "circle") — lens shapesize(number, 120) — radius / half height in CSS pxaspect(number, 1.7) — rectangle width:height (1 to 3)corner(number, 32) — corner radius for square/rectangleior(number, 1.5) — index of refraction (1 to 2)edge(number, 0.7) — flat fraction before the rim starts (0 to 1)bevel(number, 4) — how sharply the rim curves away (1 to 10)depth(number, 250) — optical depth in CSS px, scales displacementaberration(number, 1) — spectral split at the rim (0 to 3)blur(number, 0) — frosted face blur (0 to 4)reflection(number, 1) — Fresnel rim reflection strength (0 to 2)shine(number, 0.01) — specular rim highlight (0 to 2)zoom(number, 1.5) — crystal-ball magnification on targets (1 to 3)targets(string, "[data-glass-target]") — selector that triggers the zoomfollow(number, 0.2) — cursor follow speed (0 to 1, 1 snaps)
Instance methods: setOptions(next), resize(), destroy().
Install: npx shadcn@latest add @canvas-ui/glass-react.json (also -vue, -svelte, -vanilla). Vue/Svelte source lives in the staged extract raw/canvasui/glass.md.
The vault preview runs the engine verbatim on live HTML (the flag is enabled here): the card hosts a mini page inside the source canvas, and the Page demo wraps the whole vault so the lens roams the real page — headings and cards act as crystal-ball targets.
Code
"use client";
import {
useEffect,
useRef,
useState,
useSyncExternalStore,
type ReactNode,
} from "react";
export interface GlassOptions {
/** Lens shape. */
shape?: "circle" | "square" | "rectangle";
/** Lens size (radius, or half height for rectangles) in CSS pixels. */
size?: number;
/** Width to height ratio of the rectangle shape (1 to 3). */
aspect?: number;
/** Corner radius for square and rectangle shapes in CSS pixels. */
corner?: number;
/** Index of refraction of the glass (1 to 2). Higher bends light more. */
ior?: number;
/** Fraction of the lens that stays optically flat before the rim (0 to 1). */
edge?: number;
/** How sharply the rim curves away (1 to 10). */
bevel?: number;
/** Optical depth in CSS pixels: how far the glass floats above the page. */
depth?: number;
/** Chromatic aberration strength at the rim (0 to 3). 0 disables it. */
aberration?: number;
/** Frosted blur of the glass face (0 = optically clear, up to 4). */
blur?: number;
/** Strength of the fresnel reflection on the rim (0 to 2). 0 disables it. */
reflection?: number;
/**
* Specular rim highlight (0 to 2). Keeps the lens visible even over plain
* backgrounds where clear glass would otherwise be invisible. 0 disables it.
*/
shine?: number;
/** Magnification while hovering a target element (1 to 3). */
zoom?: number;
/** CSS selector for elements that trigger the crystal ball zoom. */
targets?: string;
/** How quickly the lens follows the cursor (0 to 1). 1 snaps to it. */
follow?: number;
}
export interface GlassElements {
/** Canvas with layoutsubtree that hosts the HTML content. */
source: HTMLCanvasElement;
/** The element inside the source canvas that gets captured. */
content: HTMLElement;
/** Canvas the WebGL effect renders to. */
output: HTMLCanvasElement;
}
export interface GlassInstance {
/** Update effect options live. */
setOptions: (options: GlassOptions) => void;
/** Re-read canvas size. Call when the element is resized. */
resize: () => void;
/** Stop the loop and release all GPU resources. */
destroy: () => void;
}
const DEFAULTS: Required<GlassOptions> = {
shape: "circle",
size: 120,
aspect: 1.7,
corner: 32,
ior: 1.5,
edge: 0.7,
bevel: 4,
depth: 250,
aberration: 1,
blur: 0,
reflection: 1,
shine: 0.01,
zoom: 1.5,
targets: "[data-glass-target]",
follow: 0.2,
};
type PaintableCanvas = HTMLCanvasElement & {
onpaint?: (() => void) | null;
requestPaint?: () => void;
};
type ElementImageContext = CanvasRenderingContext2D & {
drawElementImage?: (element: Element, x: number, y: number) => void;
};
const VERT = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPos;
void main () {
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
precision highp float;
out vec4 outColor;
uniform sampler2D uContent;
uniform vec2 uResolution;
uniform float uMaxX;
uniform float uHasContent;
uniform vec2 uCenter;
uniform vec2 uHalf;
uniform float uCorner;
uniform float uEdge;
uniform float uBevel;
uniform float uIor;
uniform float uDepth;
uniform float uAberration;
uniform float uBlur;
uniform float uReflect;
uniform float uShine;
uniform float uZoom;
uniform float uAlpha;
const float PI = 3.14159265358979;
const float AIR_IOR = 1.0003;
const vec3 INCIDENT = vec3(0.0, 0.0, 1.0);
float pow2 (float x) { return x * x; }
float pow5 (float x) { float x2 = x * x; return x2 * x2 * x; }
float linearStep (float e0, float e1, float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
float sdf (vec2 p) {
vec2 q = abs(p) - (uHalf - vec2(uCorner));
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - uCorner;
}
float ign (vec2 v) {
return fract(52.9829189 * fract(0.06711056 * v.x + 0.00583715 * v.y));
}
vec3 page (vec2 px, float lod) {
vec2 uv = px / uResolution;
uv.x = clamp(uv.x, 0.0005, uMaxX - 0.0005);
uv.y = clamp(uv.y, 0.0005, 0.9995);
return pow(textureLod(uContent, vec2(uv.x, 1.0 - uv.y), lod).rgb, vec3(2.2));
}
float iorForWavelength (float wavelength) {
float ab = uAberration * 0.1;
return mix(uIor + ab, uIor - ab,
1.0 - pow(1.0 - linearStep(450.0, 650.0, wavelength), 4.0));
}
vec3 pageAA (vec2 px, float minLod) {
float footprint = max(length(fwidth(px)), 1.0);
return page(px, max(minLod, log2(footprint)));
}
vec3 sampleRefraction (vec2 basePx, float rim, vec3 normal, float glassIor) {
vec3 rv = refract(INCIDENT, normal, AIR_IOR / glassIor);
rv /= abs(rv.z) / uDepth;
return pageAA(basePx + rv.xy, uBlur * (1.0 + rim));
}
float fresnelSchlick (float cosTheta, float f0) {
return f0 + (1.0 - f0) * pow5(1.0 - cosTheta);
}
float smithSchlickDenom (float cosTheta, float k) {
return cosTheta * (1.0 - k) + k;
}
float ggx (float roughness, float NDotL, float NDotV, float NDotH) {
if (NDotL <= 0.0) return 0.0;
float a2 = pow2(roughness);
float d = a2 / (PI * pow2(pow2(NDotH) * (a2 - 1.0) + 1.0));
float k = roughness * 0.5;
float v = 1.0 / (smithSchlickDenom(NDotL, k)
* smithSchlickDenom(clamp(NDotV, 0.0, 1.0), k));
return NDotL * d * v;
}
void main () {
vec2 fragPx = gl_FragCoord.xy;
vec2 p = fragPx - uCenter;
float sd = sdf(p);
float aa = 1.5;
float mask = 1.0 - smoothstep(-aa, 0.0, sd);
float alpha = mask * uAlpha
* (1.0 - step(uMaxX, fragPx.x / uResolution.x));
float minHalf = min(uHalf.x, uHalf.y);
float edgeW = max(minHalf * (1.0 - clamp(uEdge, 0.0, 0.98)), 1.0);
float rim = pow(linearStep(-edgeW, 0.0, sd), uBevel);
float scatter = min(uBlur, 1.0) * 0.02;
float randAngle = ign(fragPx) * PI * 2.0;
vec3 flatNormal = normalize(
vec3(sin(randAngle) * scatter, cos(randAngle) * scatter, -1.0));
float e = 1.0;
vec2 grad = vec2(
sdf(p + vec2(e, 0.0)) - sdf(p - vec2(e, 0.0)),
sdf(p + vec2(0.0, e)) - sdf(p - vec2(0.0, e)));
vec3 rimNormal = vec3(normalize(grad + vec2(1e-5)), 0.0);
vec3 normal = normalize(mix(flatNormal, rimNormal, rim));
if (uHasContent < 0.5) {
float ldot = dot(rimNormal.xy, normalize(vec2(-0.6, 0.8)));
float band = pow(rim, 1.8);
float arcs = pow(abs(ldot), 3.0) * (ldot > 0.0 ? 0.5 : 0.28);
float shine = band * (0.04 + arcs) * max(uShine, 0.5);
float a = alpha * clamp(0.06 + 0.12 * rim, 0.0, 1.0);
outColor = vec4(vec3(shine * 1.6) * alpha, a);
return;
}
vec2 basePx = uCenter + p / uZoom;
vec3 refracted;
if (uAberration > 0.001) {
refracted = sampleRefraction(basePx, rim, normal, iorForWavelength(611.4))
* vec3(1.0, 0.0, 0.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(570.5))
* vec3(1.0, 1.0, 0.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(549.1))
* vec3(0.0, 1.0, 0.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(491.4))
* vec3(0.0, 1.0, 1.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(464.2))
* vec3(0.0, 0.0, 1.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(374.0))
* vec3(1.0, 0.0, 1.0);
refracted /= 3.0;
} else {
refracted = sampleRefraction(basePx, rim, normal, uIor);
}
vec3 glass = refracted;
if (uReflect > 0.001) {
const vec3 V = vec3(0.0, 0.0, -1.0);
float NDotV = clamp(dot(V, normal), 0.0, 1.0);
float f0 = pow2((uIor - AIR_IOR) / (uIor + AIR_IOR));
float fresnelV = fresnelSchlick(NDotV, f0) * uReflect;
vec3 reflectVector = reflect(INCIDENT, normal);
vec3 L = reflectVector;
vec3 H = normalize(L + V);
reflectVector /= abs(reflectVector.z) / uDepth;
vec3 reflected = page(basePx + reflectVector.xy, 2.5 + uBlur);
reflected *= ggx(0.5, dot(normal, L), NDotV, dot(normal, H));
glass = mix(refracted, reflected, clamp(fresnelV, 0.0, 1.0));
}
if (uShine > 0.001) {
float ldot = dot(rimNormal.xy, normalize(vec2(-0.6, 0.8)));
float band = pow(rim, 1.8);
float arcs = pow(abs(ldot), 3.0) * (ldot > 0.0 ? 0.5 : 0.28);
glass += band * (0.04 + arcs) * uShine;
}
outColor = vec4(pow(glass, vec3(1.0 / 2.2)) * alpha, alpha);
}`;
export function supportsHtmlInCanvas(): boolean {
if (typeof document === "undefined") return false;
const probe = document.createElement("canvas") as PaintableCanvas;
const ctx = probe.getContext("2d") as ElementImageContext | null;
return Boolean(
ctx &&
typeof ctx.drawElementImage === "function" &&
typeof probe.requestPaint === "function",
);
}
export function createGlass(
elements: GlassElements,
options: GlassOptions = {},
): GlassInstance | null {
const config = { ...DEFAULTS, ...options };
const { source, content, output } = elements;
const gl = output.getContext("webgl2", {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: true,
});
if (!gl || gl.isContextLost()) return null;
const sourceCtx = source.getContext("2d") as ElementImageContext | null;
const paintable = source as PaintableCanvas;
const htmlInCanvas = Boolean(
sourceCtx &&
typeof sourceCtx.drawElementImage === "function" &&
typeof paintable.requestPaint === "function",
);
let contentDirty = false;
let wake = () => {};
if (htmlInCanvas) {
paintable.onpaint = () => {
try {
sourceCtx!.reset();
sourceCtx!.drawElementImage!(content, 0, 0);
contentDirty = true;
wake();
} catch {}
};
}
function compile(type: number, text: string): WebGLShader {
const shader = gl!.createShader(type)!;
gl!.shaderSource(shader, text);
gl!.compileShader(shader);
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("Glass shader error:", gl!.getShaderInfoLog(shader));
}
return shader;
}
const vertexShader = compile(gl.VERTEX_SHADER, VERT);
const fragmentShader = compile(gl.FRAGMENT_SHADER, FRAG);
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const uniforms: Record<string, WebGLUniformLocation> = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i)!;
uniforms[info.name] = gl.getUniformLocation(program, info.name)!;
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const contentTexture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, contentTexture);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER,
gl.LINEAR_MIPMAP_LINEAR,
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0]),
);
gl.generateMipmap(gl.TEXTURE_2D);
let contentMaxX = 1;
function syncCanvasSize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(output.clientWidth * dpr));
const height = Math.max(1, Math.round(output.clientHeight * dpr));
if (output.width !== width || output.height !== height) {
output.width = width;
output.height = height;
}
contentMaxX = Math.min(
1,
Math.max(0.05, content.clientWidth / Math.max(output.clientWidth, 1)),
);
if (htmlInCanvas) {
const cssWidth = Math.max(1, Math.round(source.clientWidth));
const cssHeight = Math.max(1, Math.round(source.clientHeight));
if (source.width !== cssWidth || source.height !== cssHeight) {
source.width = cssWidth;
source.height = cssHeight;
}
paintable.requestPaint!();
}
}
syncCanvasSize();
function uploadContent() {
if (!htmlInCanvas || !contentDirty) return;
contentDirty = false;
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.texImage2D(
gl!.TEXTURE_2D,
0,
gl!.RGBA,
gl!.RGBA,
gl!.UNSIGNED_BYTE,
source,
);
gl!.generateMipmap(gl!.TEXTURE_2D);
}
let posX = output.clientWidth / 2;
let posY = output.clientHeight / 2;
let presence = 0;
let presenceTarget = 0;
let targetX = posX;
let targetY = posY;
let zoom = 1;
let zoomTarget = 1;
let hasPointer = false;
function halfExtents(): [number, number] {
const size = Math.max(config.size, 8);
if (config.shape === "rectangle") {
return [size * Math.min(Math.max(config.aspect, 1), 4), size];
}
return [size, size];
}
function render() {
uploadContent();
const dpr = output.width / Math.max(output.clientWidth, 1);
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
gl!.disable(gl!.SCISSOR_TEST);
gl!.clearColor(0, 0, 0, 0);
gl!.clear(gl!.COLOR_BUFFER_BIT);
if (presence <= 0.004) return;
const [baseHalfW, baseHalfH] = halfExtents();
const halfW = baseHalfW * presence;
const halfH = baseHalfH * presence;
const alpha = Math.min(presence * 5, 1);
const cx = posX * dpr;
const cy = output.height - posY * dpr;
const margin = 4 * dpr;
const sx = Math.max(0, Math.floor(cx - halfW * dpr - margin));
const sy = Math.max(0, Math.floor(cy - halfH * dpr - margin));
gl!.enable(gl!.SCISSOR_TEST);
gl!.scissor(
sx,
sy,
Math.min(output.width - sx, Math.ceil(halfW * dpr * 2 + margin * 2)),
Math.min(output.height - sy, Math.ceil(halfH * dpr * 2 + margin * 2)),
);
gl!.useProgram(program);
gl!.activeTexture(gl!.TEXTURE0);
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.uniform1i(uniforms.uContent, 0);
gl!.uniform2f(uniforms.uResolution, output.width, output.height);
gl!.uniform1f(uniforms.uMaxX, contentMaxX);
gl!.uniform1f(uniforms.uHasContent, htmlInCanvas ? 1 : 0);
gl!.uniform2f(uniforms.uCenter, cx, cy);
gl!.uniform2f(uniforms.uHalf, halfW * dpr, halfH * dpr);
const corner =
config.shape === "circle"
? Math.min(halfW, halfH)
: Math.min(Math.max(config.corner, 0), Math.min(halfW, halfH));
gl!.uniform1f(uniforms.uCorner, corner * dpr);
gl!.uniform1f(uniforms.uEdge, Math.min(Math.max(config.edge, 0), 0.98));
gl!.uniform1f(uniforms.uBevel, Math.max(config.bevel, 0.5));
gl!.uniform1f(uniforms.uIor, Math.min(Math.max(config.ior, 1.01), 2.5));
gl!.uniform1f(uniforms.uDepth, Math.max(config.depth, 0) * dpr);
gl!.uniform1f(uniforms.uAberration, Math.max(config.aberration, 0));
gl!.uniform1f(uniforms.uBlur, Math.max(config.blur, 0));
gl!.uniform1f(uniforms.uReflect, Math.max(config.reflection, 0));
gl!.uniform1f(uniforms.uShine, Math.max(config.shine, 0));
gl!.uniform1f(uniforms.uZoom, Math.max(zoom, 1));
gl!.uniform1f(uniforms.uAlpha, alpha);
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
gl!.disable(gl!.SCISSOR_TEST);
}
let raf = 0;
let lastTime = performance.now();
let destroyed = false;
let running = false;
let visible = true;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
let reducedMotion = motionQuery.matches;
function frame(now: number) {
if (destroyed) return;
if (!visible) {
running = false;
return;
}
const delta = Math.min((now - lastTime) / 1000, 1 / 30);
lastTime = now;
const follow = Math.min(Math.max(config.follow, 0.02), 1);
const kPos =
reducedMotion || follow >= 1
? 1
: 1 - Math.exp(-delta * (4 + follow * 26));
const kZoom = reducedMotion ? 1 : 1 - Math.exp(-delta * 7);
const kScale = reducedMotion ? 1 : 1 - Math.exp(-delta * 11);
posX += (targetX - posX) * kPos;
posY += (targetY - posY) * kPos;
zoom += (zoomTarget - zoom) * kZoom;
presence += (presenceTarget - presence) * kScale;
render();
const settled =
Math.abs(targetX - posX) < 0.1 &&
Math.abs(targetY - posY) < 0.1 &&
Math.abs(zoomTarget - zoom) < 0.002 &&
Math.abs(presenceTarget - presence) < 0.002;
if (settled && !contentDirty) {
posX = targetX;
posY = targetY;
zoom = zoomTarget;
presence = presenceTarget;
running = false;
return;
}
raf = requestAnimationFrame(frame);
}
function start() {
if (destroyed || running || !visible) return;
running = true;
lastTime = performance.now();
raf = requestAnimationFrame(frame);
}
wake = start;
start();
function onPointerMove(event: PointerEvent) {
const rect = output.getBoundingClientRect();
targetX = event.clientX - rect.left;
targetY = event.clientY - rect.top;
if (!hasPointer) {
posX = targetX;
posY = targetY;
hasPointer = true;
}
presenceTarget = 1;
const target = event.target as Element | null;
zoomTarget =
config.zoom > 1 && target?.closest?.(config.targets)
? Math.min(Math.max(config.zoom, 1), 4)
: 1;
start();
}
function onPointerLeave() {
presenceTarget = 0;
zoomTarget = 1;
hasPointer = false;
start();
}
content.addEventListener("pointermove", onPointerMove, { passive: true });
content.addEventListener("pointerleave", onPointerLeave, { passive: true });
function onScroll() {
start();
}
content.addEventListener("scroll", onScroll, { passive: true });
function onMotionChange() {
reducedMotion = motionQuery.matches;
start();
}
motionQuery.addEventListener("change", onMotionChange);
const observer = new ResizeObserver(() => {
syncCanvasSize();
start();
});
observer.observe(output);
observer.observe(content);
const intersection = new IntersectionObserver((entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (visible) start();
});
intersection.observe(output);
return {
setOptions(next) {
Object.assign(config, next);
start();
},
resize() {
syncCanvasSize();
start();
},
destroy() {
destroyed = true;
cancelAnimationFrame(raf);
content.removeEventListener("pointermove", onPointerMove);
content.removeEventListener("pointerleave", onPointerLeave);
content.removeEventListener("scroll", onScroll);
observer.disconnect();
intersection.disconnect();
motionQuery.removeEventListener("change", onMotionChange);
gl!.deleteTexture(contentTexture);
gl!.deleteProgram(program);
gl!.deleteShader(vertexShader);
gl!.deleteShader(fragmentShader);
gl!.deleteBuffer(quad);
if (htmlInCanvas) paintable.onpaint = null;
},
};
}
export interface GlassProps extends GlassOptions {
children: ReactNode;
className?: string;
style?: React.CSSProperties;
}
const emptySubscribe = () => () => {};
export function Glass({ children, className, style, ...options }: GlassProps) {
const sourceRef = useRef<HTMLCanvasElement>(null);
const contentRef = useRef<HTMLDivElement>(null);
const outputRef = useRef<HTMLCanvasElement>(null);
const instanceRef = useRef<GlassInstance | null>(null);
const [initialOptions] = useState(options);
const [failed, setFailed] = useState(false);
const supported = useSyncExternalStore(
emptySubscribe,
supportsHtmlInCanvas,
() => false,
);
const native = supported && !failed;
useEffect(() => {
const source = sourceRef.current;
const content = contentRef.current;
const output = outputRef.current;
if (!source || !content || !output) return;
instanceRef.current = createGlass(
{ source, content, output },
initialOptions,
);
if (native && !instanceRef.current) setFailed(true);
return () => {
instanceRef.current?.destroy();
instanceRef.current = null;
};
}, [initialOptions, native]);
useEffect(() => {
instanceRef.current?.setOptions(options);
});
return (
<div className={className} style={{ position: "relative", ...style }}>
<canvas
ref={sourceRef}
// @ts-expect-error experimental html-in-canvas attribute
layoutsubtree="true"
suppressHydrationWarning
style={
native
? { position: "absolute", inset: 0, width: "100%", height: "100%" }
: { display: "none" }
}
>
{native ? (
<div
ref={contentRef}
style={{
position: "relative",
width: "100%",
height: "100%",
overflow: "auto",
}}
>
{children}
</div>
) : null}
</canvas>
{!native ? (
<div
ref={contentRef}
style={{
position: "relative",
width: "100%",
height: "100%",
overflow: "auto",
}}
>
{children}
</div>
) : null}
<canvas
ref={outputRef}
aria-hidden
style={{
position: "absolute",
inset: 0,
width: "100%",
height: "100%",
pointerEvents: "none",
}}
/>
</div>
);
}
export default Glass;export interface GlassOptions {
/** Lens shape. */
shape?: "circle" | "square" | "rectangle";
/** Lens size (radius, or half height for rectangles) in CSS pixels. */
size?: number;
/** Width to height ratio of the rectangle shape (1 to 3). */
aspect?: number;
/** Corner radius for square and rectangle shapes in CSS pixels. */
corner?: number;
/** Index of refraction of the glass (1 to 2). Higher bends light more. */
ior?: number;
/** Fraction of the lens that stays optically flat before the rim (0 to 1). */
edge?: number;
/** How sharply the rim curves away (1 to 10). */
bevel?: number;
/** Optical depth in CSS pixels: how far the glass floats above the page. */
depth?: number;
/** Chromatic aberration strength at the rim (0 to 3). 0 disables it. */
aberration?: number;
/** Frosted blur of the glass face (0 = optically clear, up to 4). */
blur?: number;
/** Strength of the fresnel reflection on the rim (0 to 2). 0 disables it. */
reflection?: number;
/**
* Specular rim highlight (0 to 2). Keeps the lens visible even over plain
* backgrounds where clear glass would otherwise be invisible. 0 disables it.
*/
shine?: number;
/** Magnification while hovering a target element (1 to 3). */
zoom?: number;
/** CSS selector for elements that trigger the crystal ball zoom. */
targets?: string;
/** How quickly the lens follows the cursor (0 to 1). 1 snaps to it. */
follow?: number;
}
export interface GlassElements {
/** Canvas with layoutsubtree that hosts the HTML content. */
source: HTMLCanvasElement;
/** The element inside the source canvas that gets captured. */
content: HTMLElement;
/** Canvas the WebGL effect renders to. */
output: HTMLCanvasElement;
}
export interface GlassInstance {
/** Update effect options live. */
setOptions: (options: GlassOptions) => void;
/** Re-read canvas size. Call when the element is resized. */
resize: () => void;
/** Stop the loop and release all GPU resources. */
destroy: () => void;
}
const DEFAULTS: Required<GlassOptions> = {
shape: "circle",
size: 120,
aspect: 1.7,
corner: 32,
ior: 1.5,
edge: 0.7,
bevel: 4,
depth: 250,
aberration: 1,
blur: 0,
reflection: 1,
shine: 0.01,
zoom: 1.5,
targets: "[data-glass-target]",
follow: 0.2,
};
type PaintableCanvas = HTMLCanvasElement & {
onpaint?: (() => void) | null;
requestPaint?: () => void;
};
type ElementImageContext = CanvasRenderingContext2D & {
drawElementImage?: (element: Element, x: number, y: number) => void;
};
const VERT = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPos;
void main () {
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
precision highp float;
out vec4 outColor;
uniform sampler2D uContent;
uniform vec2 uResolution;
uniform float uMaxX;
uniform float uHasContent;
uniform vec2 uCenter;
uniform vec2 uHalf;
uniform float uCorner;
uniform float uEdge;
uniform float uBevel;
uniform float uIor;
uniform float uDepth;
uniform float uAberration;
uniform float uBlur;
uniform float uReflect;
uniform float uShine;
uniform float uZoom;
uniform float uAlpha;
const float PI = 3.14159265358979;
const float AIR_IOR = 1.0003;
const vec3 INCIDENT = vec3(0.0, 0.0, 1.0);
float pow2 (float x) { return x * x; }
float pow5 (float x) { float x2 = x * x; return x2 * x2 * x; }
float linearStep (float e0, float e1, float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
float sdf (vec2 p) {
vec2 q = abs(p) - (uHalf - vec2(uCorner));
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - uCorner;
}
float ign (vec2 v) {
return fract(52.9829189 * fract(0.06711056 * v.x + 0.00583715 * v.y));
}
vec3 page (vec2 px, float lod) {
vec2 uv = px / uResolution;
uv.x = clamp(uv.x, 0.0005, uMaxX - 0.0005);
uv.y = clamp(uv.y, 0.0005, 0.9995);
return pow(textureLod(uContent, vec2(uv.x, 1.0 - uv.y), lod).rgb, vec3(2.2));
}
float iorForWavelength (float wavelength) {
float ab = uAberration * 0.1;
return mix(uIor + ab, uIor - ab,
1.0 - pow(1.0 - linearStep(450.0, 650.0, wavelength), 4.0));
}
vec3 pageAA (vec2 px, float minLod) {
float footprint = max(length(fwidth(px)), 1.0);
return page(px, max(minLod, log2(footprint)));
}
vec3 sampleRefraction (vec2 basePx, float rim, vec3 normal, float glassIor) {
vec3 rv = refract(INCIDENT, normal, AIR_IOR / glassIor);
rv /= abs(rv.z) / uDepth;
return pageAA(basePx + rv.xy, uBlur * (1.0 + rim));
}
float fresnelSchlick (float cosTheta, float f0) {
return f0 + (1.0 - f0) * pow5(1.0 - cosTheta);
}
float smithSchlickDenom (float cosTheta, float k) {
return cosTheta * (1.0 - k) + k;
}
float ggx (float roughness, float NDotL, float NDotV, float NDotH) {
if (NDotL <= 0.0) return 0.0;
float a2 = pow2(roughness);
float d = a2 / (PI * pow2(pow2(NDotH) * (a2 - 1.0) + 1.0));
float k = roughness * 0.5;
float v = 1.0 / (smithSchlickDenom(NDotL, k)
* smithSchlickDenom(clamp(NDotV, 0.0, 1.0), k));
return NDotL * d * v;
}
void main () {
vec2 fragPx = gl_FragCoord.xy;
vec2 p = fragPx - uCenter;
float sd = sdf(p);
float aa = 1.5;
float mask = 1.0 - smoothstep(-aa, 0.0, sd);
float alpha = mask * uAlpha
* (1.0 - step(uMaxX, fragPx.x / uResolution.x));
float minHalf = min(uHalf.x, uHalf.y);
float edgeW = max(minHalf * (1.0 - clamp(uEdge, 0.0, 0.98)), 1.0);
float rim = pow(linearStep(-edgeW, 0.0, sd), uBevel);
float scatter = min(uBlur, 1.0) * 0.02;
float randAngle = ign(fragPx) * PI * 2.0;
vec3 flatNormal = normalize(
vec3(sin(randAngle) * scatter, cos(randAngle) * scatter, -1.0));
float e = 1.0;
vec2 grad = vec2(
sdf(p + vec2(e, 0.0)) - sdf(p - vec2(e, 0.0)),
sdf(p + vec2(0.0, e)) - sdf(p - vec2(0.0, e)));
vec3 rimNormal = vec3(normalize(grad + vec2(1e-5)), 0.0);
vec3 normal = normalize(mix(flatNormal, rimNormal, rim));
if (uHasContent < 0.5) {
float ldot = dot(rimNormal.xy, normalize(vec2(-0.6, 0.8)));
float band = pow(rim, 1.8);
float arcs = pow(abs(ldot), 3.0) * (ldot > 0.0 ? 0.5 : 0.28);
float shine = band * (0.04 + arcs) * max(uShine, 0.5);
float a = alpha * clamp(0.06 + 0.12 * rim, 0.0, 1.0);
outColor = vec4(vec3(shine * 1.6) * alpha, a);
return;
}
vec2 basePx = uCenter + p / uZoom;
vec3 refracted;
if (uAberration > 0.001) {
refracted = sampleRefraction(basePx, rim, normal, iorForWavelength(611.4))
* vec3(1.0, 0.0, 0.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(570.5))
* vec3(1.0, 1.0, 0.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(549.1))
* vec3(0.0, 1.0, 0.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(491.4))
* vec3(0.0, 1.0, 1.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(464.2))
* vec3(0.0, 0.0, 1.0);
refracted += sampleRefraction(basePx, rim, normal, iorForWavelength(374.0))
* vec3(1.0, 0.0, 1.0);
refracted /= 3.0;
} else {
refracted = sampleRefraction(basePx, rim, normal, uIor);
}
vec3 glass = refracted;
if (uReflect > 0.001) {
const vec3 V = vec3(0.0, 0.0, -1.0);
float NDotV = clamp(dot(V, normal), 0.0, 1.0);
float f0 = pow2((uIor - AIR_IOR) / (uIor + AIR_IOR));
float fresnelV = fresnelSchlick(NDotV, f0) * uReflect;
vec3 reflectVector = reflect(INCIDENT, normal);
vec3 L = reflectVector;
vec3 H = normalize(L + V);
reflectVector /= abs(reflectVector.z) / uDepth;
vec3 reflected = page(basePx + reflectVector.xy, 2.5 + uBlur);
reflected *= ggx(0.5, dot(normal, L), NDotV, dot(normal, H));
glass = mix(refracted, reflected, clamp(fresnelV, 0.0, 1.0));
}
if (uShine > 0.001) {
float ldot = dot(rimNormal.xy, normalize(vec2(-0.6, 0.8)));
float band = pow(rim, 1.8);
float arcs = pow(abs(ldot), 3.0) * (ldot > 0.0 ? 0.5 : 0.28);
glass += band * (0.04 + arcs) * uShine;
}
outColor = vec4(pow(glass, vec3(1.0 / 2.2)) * alpha, alpha);
}`;
export function supportsHtmlInCanvas(): boolean {
if (typeof document === "undefined") return false;
const probe = document.createElement("canvas") as PaintableCanvas;
const ctx = probe.getContext("2d") as ElementImageContext | null;
return Boolean(
ctx &&
typeof ctx.drawElementImage === "function" &&
typeof probe.requestPaint === "function",
);
}
export function createGlass(
elements: GlassElements,
options: GlassOptions = {},
): GlassInstance | null {
const config = { ...DEFAULTS, ...options };
const { source, content, output } = elements;
const gl = output.getContext("webgl2", {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: true,
});
if (!gl || gl.isContextLost()) return null;
const sourceCtx = source.getContext("2d") as ElementImageContext | null;
const paintable = source as PaintableCanvas;
const htmlInCanvas = Boolean(
sourceCtx &&
typeof sourceCtx.drawElementImage === "function" &&
typeof paintable.requestPaint === "function",
);
let contentDirty = false;
let wake = () => {};
if (htmlInCanvas) {
paintable.onpaint = () => {
try {
sourceCtx!.reset();
sourceCtx!.drawElementImage!(content, 0, 0);
contentDirty = true;
wake();
} catch {}
};
}
function compile(type: number, text: string): WebGLShader {
const shader = gl!.createShader(type)!;
gl!.shaderSource(shader, text);
gl!.compileShader(shader);
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("Glass shader error:", gl!.getShaderInfoLog(shader));
}
return shader;
}
const vertexShader = compile(gl.VERTEX_SHADER, VERT);
const fragmentShader = compile(gl.FRAGMENT_SHADER, FRAG);
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const uniforms: Record<string, WebGLUniformLocation> = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i)!;
uniforms[info.name] = gl.getUniformLocation(program, info.name)!;
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const contentTexture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, contentTexture);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER,
gl.LINEAR_MIPMAP_LINEAR,
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0]),
);
gl.generateMipmap(gl.TEXTURE_2D);
let contentMaxX = 1;
function syncCanvasSize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(output.clientWidth * dpr));
const height = Math.max(1, Math.round(output.clientHeight * dpr));
if (output.width !== width || output.height !== height) {
output.width = width;
output.height = height;
}
contentMaxX = Math.min(
1,
Math.max(0.05, content.clientWidth / Math.max(output.clientWidth, 1)),
);
if (htmlInCanvas) {
const cssWidth = Math.max(1, Math.round(source.clientWidth));
const cssHeight = Math.max(1, Math.round(source.clientHeight));
if (source.width !== cssWidth || source.height !== cssHeight) {
source.width = cssWidth;
source.height = cssHeight;
}
paintable.requestPaint!();
}
}
syncCanvasSize();
function uploadContent() {
if (!htmlInCanvas || !contentDirty) return;
contentDirty = false;
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.texImage2D(
gl!.TEXTURE_2D,
0,
gl!.RGBA,
gl!.RGBA,
gl!.UNSIGNED_BYTE,
source,
);
gl!.generateMipmap(gl!.TEXTURE_2D);
}
let posX = output.clientWidth / 2;
let posY = output.clientHeight / 2;
let presence = 0;
let presenceTarget = 0;
let targetX = posX;
let targetY = posY;
let zoom = 1;
let zoomTarget = 1;
let hasPointer = false;
function halfExtents(): [number, number] {
const size = Math.max(config.size, 8);
if (config.shape === "rectangle") {
return [size * Math.min(Math.max(config.aspect, 1), 4), size];
}
return [size, size];
}
function render() {
uploadContent();
const dpr = output.width / Math.max(output.clientWidth, 1);
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
gl!.disable(gl!.SCISSOR_TEST);
gl!.clearColor(0, 0, 0, 0);
gl!.clear(gl!.COLOR_BUFFER_BIT);
if (presence <= 0.004) return;
const [baseHalfW, baseHalfH] = halfExtents();
const halfW = baseHalfW * presence;
const halfH = baseHalfH * presence;
const alpha = Math.min(presence * 5, 1);
const cx = posX * dpr;
const cy = output.height - posY * dpr;
const margin = 4 * dpr;
const sx = Math.max(0, Math.floor(cx - halfW * dpr - margin));
const sy = Math.max(0, Math.floor(cy - halfH * dpr - margin));
gl!.enable(gl!.SCISSOR_TEST);
gl!.scissor(
sx,
sy,
Math.min(output.width - sx, Math.ceil(halfW * dpr * 2 + margin * 2)),
Math.min(output.height - sy, Math.ceil(halfH * dpr * 2 + margin * 2)),
);
gl!.useProgram(program);
gl!.activeTexture(gl!.TEXTURE0);
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.uniform1i(uniforms.uContent, 0);
gl!.uniform2f(uniforms.uResolution, output.width, output.height);
gl!.uniform1f(uniforms.uMaxX, contentMaxX);
gl!.uniform1f(uniforms.uHasContent, htmlInCanvas ? 1 : 0);
gl!.uniform2f(uniforms.uCenter, cx, cy);
gl!.uniform2f(uniforms.uHalf, halfW * dpr, halfH * dpr);
const corner =
config.shape === "circle"
? Math.min(halfW, halfH)
: Math.min(Math.max(config.corner, 0), Math.min(halfW, halfH));
gl!.uniform1f(uniforms.uCorner, corner * dpr);
gl!.uniform1f(uniforms.uEdge, Math.min(Math.max(config.edge, 0), 0.98));
gl!.uniform1f(uniforms.uBevel, Math.max(config.bevel, 0.5));
gl!.uniform1f(uniforms.uIor, Math.min(Math.max(config.ior, 1.01), 2.5));
gl!.uniform1f(uniforms.uDepth, Math.max(config.depth, 0) * dpr);
gl!.uniform1f(uniforms.uAberration, Math.max(config.aberration, 0));
gl!.uniform1f(uniforms.uBlur, Math.max(config.blur, 0));
gl!.uniform1f(uniforms.uReflect, Math.max(config.reflection, 0));
gl!.uniform1f(uniforms.uShine, Math.max(config.shine, 0));
gl!.uniform1f(uniforms.uZoom, Math.max(zoom, 1));
gl!.uniform1f(uniforms.uAlpha, alpha);
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
gl!.disable(gl!.SCISSOR_TEST);
}
let raf = 0;
let lastTime = performance.now();
let destroyed = false;
let running = false;
let visible = true;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
let reducedMotion = motionQuery.matches;
function frame(now: number) {
if (destroyed) return;
if (!visible) {
running = false;
return;
}
const delta = Math.min((now - lastTime) / 1000, 1 / 30);
lastTime = now;
const follow = Math.min(Math.max(config.follow, 0.02), 1);
const kPos =
reducedMotion || follow >= 1
? 1
: 1 - Math.exp(-delta * (4 + follow * 26));
const kZoom = reducedMotion ? 1 : 1 - Math.exp(-delta * 7);
const kScale = reducedMotion ? 1 : 1 - Math.exp(-delta * 11);
posX += (targetX - posX) * kPos;
posY += (targetY - posY) * kPos;
zoom += (zoomTarget - zoom) * kZoom;
presence += (presenceTarget - presence) * kScale;
render();
const settled =
Math.abs(targetX - posX) < 0.1 &&
Math.abs(targetY - posY) < 0.1 &&
Math.abs(zoomTarget - zoom) < 0.002 &&
Math.abs(presenceTarget - presence) < 0.002;
if (settled && !contentDirty) {
posX = targetX;
posY = targetY;
zoom = zoomTarget;
presence = presenceTarget;
running = false;
return;
}
raf = requestAnimationFrame(frame);
}
function start() {
if (destroyed || running || !visible) return;
running = true;
lastTime = performance.now();
raf = requestAnimationFrame(frame);
}
wake = start;
start();
function onPointerMove(event: PointerEvent) {
const rect = output.getBoundingClientRect();
targetX = event.clientX - rect.left;
targetY = event.clientY - rect.top;
if (!hasPointer) {
posX = targetX;
posY = targetY;
hasPointer = true;
}
presenceTarget = 1;
const target = event.target as Element | null;
zoomTarget =
config.zoom > 1 && target?.closest?.(config.targets)
? Math.min(Math.max(config.zoom, 1), 4)
: 1;
start();
}
function onPointerLeave() {
presenceTarget = 0;
zoomTarget = 1;
hasPointer = false;
start();
}
content.addEventListener("pointermove", onPointerMove, { passive: true });
content.addEventListener("pointerleave", onPointerLeave, { passive: true });
function onScroll() {
start();
}
content.addEventListener("scroll", onScroll, { passive: true });
function onMotionChange() {
reducedMotion = motionQuery.matches;
start();
}
motionQuery.addEventListener("change", onMotionChange);
const observer = new ResizeObserver(() => {
syncCanvasSize();
start();
});
observer.observe(output);
observer.observe(content);
const intersection = new IntersectionObserver((entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (visible) start();
});
intersection.observe(output);
return {
setOptions(next) {
Object.assign(config, next);
start();
},
resize() {
syncCanvasSize();
start();
},
destroy() {
destroyed = true;
cancelAnimationFrame(raf);
content.removeEventListener("pointermove", onPointerMove);
content.removeEventListener("pointerleave", onPointerLeave);
content.removeEventListener("scroll", onScroll);
observer.disconnect();
intersection.disconnect();
motionQuery.removeEventListener("change", onMotionChange);
gl!.deleteTexture(contentTexture);
gl!.deleteProgram(program);
gl!.deleteShader(vertexShader);
gl!.deleteShader(fragmentShader);
gl!.deleteBuffer(quad);
if (htmlInCanvas) paintable.onpaint = null;
},
};
}Part of Canvas UI by DavidHDev, MIT + Commons Clause. Docs: canvasui.dev/docs/components/glass.
.claude/skills/design-vault/references/glass.mdPage Effects
Magnify
A sci-fi scanner lens follows your cursor, magnifying the live page inside a HUD reticle — ring, crosshair, ticks, corner brackets and a data readout — while clicks send a glowing ripple that bends the page. From Canvas UI, no dependencies.
Live preview
How it works
How it works. Live HTML is captured through the experimental html-in-canvas API (Chrome flag chrome://flags/#canvas-draw-element) and rendered by a WebGL2 fragment shader. Inside the lens the page is sampled at center + p / zoom with optional chromatic aberration (per-channel offset scaled by distance from the lens center) and a dreamy haze (lifted, soft second sample). The HUD is drawn analytically in the shader — ring, crosshair, tick marks, corner brackets, center dot, optional measurement grid and a live data readout beside the lens — all tinted by an accent color and faded by one hud master intensity. Clicks spawn expanding ripples: a travelling wavefront that bends the page inside a configurable band (rippleBend px over rippleBendWidth), with a colored glow outline. Lens position and zoom ease with exponential decay; the rAF loop sleeps when everything settles. Without the flag the HUD still renders (reticle only) so the component stays usable.
API highlights (see the staged extract for the full 21-prop table): size (140), zoom (1.5), color ([r,g,b] accent), follow, hud master intensity + per-element booleans (ring, crosshair, ticks, brackets, dot, grid, readout), aberration (0.8), haze (0.2), and the ripple group (ripples, rippleSpeed, rippleWidth, rippleBendWidth, rippleBend, rippleGlow, rippleLife).
Instance methods: setOptions(next), splash(x, y), resize(), destroy().
Install: npx shadcn@latest add @canvas-ui/magnify-react.json (also -vue, -svelte, -vanilla). Vue/Svelte source lives in raw/canvasui/magnify.md.
The vault preview runs the engine verbatim on live HTML (the flag is enabled here): the card hosts a mini page inside the source canvas, and the Page demo wraps the whole vault so the scanner roams the real page.
Code
"use client";
import {
useEffect,
useRef,
useState,
useSyncExternalStore,
type ReactNode,
} from "react";
export interface MagnifyOptions {
/** Lens radius in CSS pixels. */
size?: number;
/** Magnification inside the lens (1 to 4). */
zoom?: number;
/** HUD accent color as RGB in the 0 to 1 range. Tints the reticle, readout, and ripple outline. */
color?: [number, number, number];
/** How quickly the lens follows the cursor (0 to 1). 1 snaps to it. */
follow?: number;
/** Overall HUD intensity (0 to 1). 0 hides every reticle element. */
hud?: number;
/** Show the outer ring. */
ring?: boolean;
/** Show the crosshair lines through the center. */
crosshair?: boolean;
/** Show the tick marks around the ring. */
ticks?: boolean;
/** Show the corner brackets inside the lens. */
brackets?: boolean;
/** Show the center dot. */
dot?: boolean;
/** Show a faint measurement grid inside the lens. */
grid?: boolean;
/** Show the data readout beside the lens. */
readout?: boolean;
/** Chromatic aberration split inside the lens (0 to 3). 0 disables it. */
aberration?: number;
/** Dreamy insight haze inside the lens (0 to 1). Softens and lifts the magnified content. */
haze?: number;
/** Emit a ripple across the page on click. */
ripples?: boolean;
/** How fast the ripple wavefront travels, in CSS pixels per second. */
rippleSpeed?: number;
/** Thickness of the colored ripple outline in CSS pixels. */
rippleWidth?: number;
/** Width of the band the ripple bends, in CSS pixels. */
rippleBendWidth?: number;
/** How many CSS pixels the ripple bends the page. */
rippleBend?: number;
/** Strength of the colored ripple outline (0 to 2). 0 hides it. */
rippleGlow?: number;
/** Seconds a ripple lives before it fades out. */
rippleLife?: number;
}
export interface MagnifyElements {
/** Canvas with layoutsubtree that hosts the HTML content. */
source: HTMLCanvasElement;
/** The element inside the source canvas that gets captured. */
content: HTMLElement;
/** Canvas the WebGL effect renders to. */
output: HTMLCanvasElement;
}
export interface MagnifyInstance {
/** Update effect options live. */
setOptions: (options: MagnifyOptions) => void;
/** Re-read canvas size. Call when the element is resized. */
resize: () => void;
/** Stop the loop and release all GPU resources. */
destroy: () => void;
}
const DEFAULTS: Required<MagnifyOptions> = {
size: 140,
zoom: 1.5,
color: [0.8, 0.8, 0.8],
follow: 0.25,
hud: 0.8,
ring: true,
crosshair: true,
ticks: true,
brackets: true,
dot: true,
grid: false,
readout: true,
aberration: 0.8,
haze: 0.2,
ripples: true,
rippleSpeed: 900,
rippleWidth: 2,
rippleBendWidth: 100,
rippleBend: 20,
rippleGlow: 1,
rippleLife: 1.4,
};
const MAX_RIPPLES = 6;
type PaintableCanvas = HTMLCanvasElement & {
onpaint?: (() => void) | null;
requestPaint?: () => void;
};
type ElementImageContext = CanvasRenderingContext2D & {
drawElementImage?: (element: Element, x: number, y: number) => void;
};
const VERT = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPos;
void main () {
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
precision highp float;
out vec4 outColor;
uniform sampler2D uContent;
uniform vec2 uResolution;
uniform float uMaxX;
uniform float uHasContent;
uniform float uDpr;
uniform vec2 uCenter;
uniform float uRadius;
uniform float uZoom;
uniform float uAlpha;
uniform vec3 uColor;
uniform float uHud;
uniform float uRing;
uniform float uCross;
uniform float uTicks;
uniform float uBrackets;
uniform float uDot;
uniform float uGrid;
uniform float uAberration;
uniform float uHaze;
uniform vec4 uRipples[${MAX_RIPPLES}];
uniform float uRippleWidth;
uniform float uRippleBendWidth;
uniform float uRippleBend;
uniform float uRippleGlow;
const float PI = 3.14159265358979;
float pow2 (float x) { return x * x; }
vec3 page (vec2 px, float lod) {
vec2 uv = px / uResolution;
uv.x = clamp(uv.x, 0.0005, uMaxX - 0.0005);
uv.y = clamp(uv.y, 0.0005, 0.9995);
return pow(textureLod(uContent, vec2(uv.x, 1.0 - uv.y), lod).rgb, vec3(2.2));
}
vec3 pageAA (vec2 px, float minLod) {
float footprint = max(length(fwidth(px)), 1.0);
return page(px, max(minLod, log2(footprint)));
}
float line (float d, float halfWidth) {
return 1.0 - smoothstep(halfWidth - 0.75, halfWidth + 0.75, abs(d));
}
void main () {
vec2 fragPx = gl_FragCoord.xy;
vec2 p = fragPx - uCenter;
float d = length(p);
float R = uRadius;
float w = 1.1 * uDpr;
vec2 rippleOffset = vec2(0.0);
float crest = 0.0;
float bendVis = 0.0;
for (int i = 0; i < ${MAX_RIPPLES}; i++) {
vec4 rp = uRipples[i];
vec2 rd = fragPx - rp.xy;
float rl = max(length(rd), 1.0);
float bendBand = exp(-pow2((rl - rp.z) / max(uRippleBendWidth * uDpr, 1.0)));
float crestBand = exp(-pow2((rl - rp.z) / max(uRippleWidth * uDpr, 1.0)));
rippleOffset += (rd / rl) * bendBand * rp.w * uRippleBend * uDpr;
crest = max(crest, crestBand * rp.w);
bendVis = max(bendVis, bendBand * rp.w);
}
float inContent = 1.0 - smoothstep(
uMaxX * uResolution.x - 2.0, uMaxX * uResolution.x, fragPx.x);
crest *= inContent;
float rippleCover = smoothstep(0.001, 0.03, bendVis) * inContent;
float lensMask = 1.0 - smoothstep(R - 1.5, R, d);
vec2 lensPx = uCenter + p / max(uZoom, 1.0) - rippleOffset;
float rimT = pow2(clamp(d / max(R, 1.0), 0.0, 1.0));
vec2 dir = p / max(d, 0.5);
float caPx = uAberration * 5.0 * rimT * uDpr;
float hazeLod = uHaze * 3.0 * (0.3 + 0.7 * rimT);
vec3 inside;
inside.r = pageAA(lensPx + dir * caPx, hazeLod).r;
inside.g = pageAA(lensPx, hazeLod).g;
inside.b = pageAA(lensPx - dir * caPx, hazeLod).b;
vec3 soft = page(lensPx, 4.5);
inside = mix(
inside,
soft * (1.0 + 0.4 * uHaze) + uColor * 0.06 * uHaze,
clamp(uHaze, 0.0, 1.0) * 0.45);
vec3 bent = pageAA(fragPx - rippleOffset, 0.0);
float hud = 0.0;
hud += uRing * line(d - R, 1.3 * uDpr);
float angle = atan(p.y, p.x);
float sector = PI / 4.0;
float da = abs(angle - (floor(angle / sector + 0.5) * sector)) * max(d, 1.0);
float tickBand = smoothstep(R + 4.0 * uDpr, R + 6.0 * uDpr, d)
* (1.0 - smoothstep(R + 12.0 * uDpr, R + 14.0 * uDpr, d));
hud += uTicks * line(da, w) * tickBand;
float reach = R * 1.14;
float crossLine = max(
line(p.x, w) * step(abs(p.y), reach),
line(p.y, w) * step(abs(p.x), reach));
hud += uCross * crossLine * smoothstep(6.0 * uDpr, 10.0 * uDpr, d) * 0.75;
vec2 q = abs(p);
float c = R * 0.64;
float len = R * 0.2;
float arm1 = line(q.x - c, w) * step(c - len, q.y) * step(q.y, c + w);
float arm2 = line(q.y - c, w) * step(c - len, q.x) * step(q.x, c + w);
hud += uBrackets * max(arm1, arm2);
hud += uDot * (1.0 - smoothstep(1.6 * uDpr, 2.6 * uDpr, d));
hud += uDot * line(d - 5.5 * uDpr, 0.9 * uDpr) * 0.6;
float spacing = max(R * 0.25, 8.0);
float gx = line(mod(p.x + spacing * 0.5, spacing) - spacing * 0.5, 0.6 * uDpr);
float gy = line(mod(p.y + spacing * 0.5, spacing) - spacing * 0.5, 0.6 * uDpr);
hud += uGrid * max(gx, gy) * lensMask * 0.16;
hud = clamp(hud, 0.0, 1.0) * uHud;
if (uHasContent < 0.5) {
vec3 hudCol = pow(max(uColor, 0.0), vec3(1.0 / 2.2));
float hudA = hud * uAlpha;
float glow = clamp(pow(crest, 1.5) * uRippleGlow, 0.0, 1.0) * inContent;
float a = max(hudA, lensMask * uAlpha * 0.08);
a = max(a, glow * 0.7);
outColor = vec4(hudCol * clamp(hudA + glow * 0.7, 0.0, 1.0), a);
return;
}
vec3 base = mix(bent, inside, lensMask * uAlpha);
base += uColor * pow(crest, 1.5) * uRippleGlow * 0.7;
float hudA = hud * uAlpha;
base = mix(base, uColor, hudA);
float alpha = max(lensMask * uAlpha, rippleCover);
alpha = max(alpha, clamp(pow(crest, 1.5) * uRippleGlow, 0.0, 1.0));
alpha = max(alpha, hudA);
outColor = vec4(pow(max(base, 0.0), vec3(1.0 / 2.2)) * alpha, alpha);
}`;
export function supportsHtmlInCanvas(): boolean {
if (typeof document === "undefined") return false;
const probe = document.createElement("canvas") as PaintableCanvas;
const ctx = probe.getContext("2d") as ElementImageContext | null;
return Boolean(
ctx &&
typeof ctx.drawElementImage === "function" &&
typeof probe.requestPaint === "function",
);
}
export function createMagnify(
elements: MagnifyElements,
options: MagnifyOptions = {},
): MagnifyInstance | null {
const config = { ...DEFAULTS, ...options };
const { source, content, output } = elements;
const gl = output.getContext("webgl2", {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: true,
});
if (!gl || gl.isContextLost()) return null;
const sourceCtx = source.getContext("2d") as ElementImageContext | null;
const paintable = source as PaintableCanvas;
const htmlInCanvas = Boolean(
sourceCtx &&
typeof sourceCtx.drawElementImage === "function" &&
typeof paintable.requestPaint === "function",
);
let contentDirty = false;
let wake = () => {};
if (htmlInCanvas) {
paintable.onpaint = () => {
try {
sourceCtx!.reset();
sourceCtx!.drawElementImage!(content, 0, 0);
contentDirty = true;
wake();
} catch {}
};
}
function compile(type: number, text: string): WebGLShader {
const shader = gl!.createShader(type)!;
gl!.shaderSource(shader, text);
gl!.compileShader(shader);
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("Magnify shader error:", gl!.getShaderInfoLog(shader));
}
return shader;
}
const vertexShader = compile(gl.VERTEX_SHADER, VERT);
const fragmentShader = compile(gl.FRAGMENT_SHADER, FRAG);
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const uniforms: Record<string, WebGLUniformLocation> = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i)!;
uniforms[info.name] = gl.getUniformLocation(program, info.name)!;
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const contentTexture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, contentTexture);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER,
gl.LINEAR_MIPMAP_LINEAR,
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0]),
);
gl.generateMipmap(gl.TEXTURE_2D);
let contentMaxX = 1;
const readout = document.createElement("div");
readout.setAttribute("aria-hidden", "true");
Object.assign(readout.style, {
position: "absolute",
left: "0",
top: "0",
pointerEvents: "none",
whiteSpace: "pre",
fontFamily: "ui-monospace, SFMono-Regular, Menlo, Consolas, monospace",
fontSize: "10px",
lineHeight: "1.8",
letterSpacing: "0.14em",
opacity: "0",
zIndex: "1",
willChange: "transform, opacity",
} satisfies Partial<CSSStyleDeclaration>);
(output.parentElement ?? output.ownerDocument.body).appendChild(readout);
function accentCss(): string {
const [r, g, b] = config.color;
return `rgb(${Math.round(r * 255)} ${Math.round(g * 255)} ${Math.round(b * 255)})`;
}
function syncCanvasSize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(output.clientWidth * dpr));
const height = Math.max(1, Math.round(output.clientHeight * dpr));
if (output.width !== width || output.height !== height) {
output.width = width;
output.height = height;
}
contentMaxX = Math.min(
1,
Math.max(0.05, content.clientWidth / Math.max(output.clientWidth, 1)),
);
if (htmlInCanvas) {
const cssWidth = Math.max(1, Math.round(source.clientWidth));
const cssHeight = Math.max(1, Math.round(source.clientHeight));
if (source.width !== cssWidth || source.height !== cssHeight) {
source.width = cssWidth;
source.height = cssHeight;
}
paintable.requestPaint!();
}
}
syncCanvasSize();
function uploadContent() {
if (!htmlInCanvas || !contentDirty) return;
contentDirty = false;
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.texImage2D(
gl!.TEXTURE_2D,
0,
gl!.RGBA,
gl!.RGBA,
gl!.UNSIGNED_BYTE,
source,
);
gl!.generateMipmap(gl!.TEXTURE_2D);
}
let posX = output.clientWidth / 2;
let posY = output.clientHeight / 2;
let targetX = posX;
let targetY = posY;
let presence = 0;
let presenceTarget = 0;
let hasPointer = false;
const ripples: { x: number; y: number; r0: number; age: number }[] = [];
const rippleData = new Float32Array(MAX_RIPPLES * 4);
function syncReadout(now: number) {
const show = config.readout && config.hud > 0.01 && presence > 0.05;
readout.style.opacity = show
? String(Math.min(presence, 1) * Math.min(config.hud, 1))
: "0";
if (!show) return;
const R = Math.max(config.size, 8) * presence;
const width = output.clientWidth;
const boxW = 120;
let rx = posX + R + 18;
if (rx + boxW > width - 8) rx = posX - R - 18 - boxW;
const ry = Math.min(
Math.max(posY - 34, 8),
Math.max(output.clientHeight - 90, 8),
);
readout.style.transform = `translate(${Math.round(rx)}px, ${Math.round(ry)}px)`;
readout.style.color = accentCss();
const blink = Math.floor(now / 600) % 2 === 0 ? "\u25CF" : "\u25CB";
readout.textContent =
`X ${String(Math.round(posX)).padStart(4, " ")}\n` +
`Y ${String(Math.round(posY)).padStart(4, " ")}\n` +
`${config.zoom.toFixed(1)}X MAG\n` +
`R ${Math.round(config.size)}PX ${blink}`;
}
function render() {
uploadContent();
const dpr = output.width / Math.max(output.clientWidth, 1);
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
gl!.disable(gl!.SCISSOR_TEST);
gl!.clearColor(0, 0, 0, 0);
gl!.clear(gl!.COLOR_BUFFER_BIT);
if (presence <= 0.004 && ripples.length === 0) return;
const R = Math.max(config.size, 8) * presence;
const alpha = Math.min(presence * 5, 1);
const cx = posX * dpr;
const cy = output.height - posY * dpr;
if (ripples.length === 0) {
const margin = (R * 0.25 + 160) * dpr;
const sx = Math.max(0, Math.floor(cx - R * dpr - margin));
const sy = Math.max(0, Math.floor(cy - R * dpr - margin));
gl!.enable(gl!.SCISSOR_TEST);
gl!.scissor(
sx,
sy,
Math.min(output.width - sx, Math.ceil((R * dpr + margin) * 2)),
Math.min(output.height - sy, Math.ceil((R * dpr + margin) * 2)),
);
}
rippleData.fill(0);
for (let i = 0; i < Math.min(ripples.length, MAX_RIPPLES); i++) {
const ripple = ripples[i];
const t = ripple.age / Math.max(config.rippleLife, 0.1);
rippleData[i * 4] = ripple.x * dpr;
rippleData[i * 4 + 1] = output.height - ripple.y * dpr;
rippleData[i * 4 + 2] =
(ripple.r0 + Math.max(config.rippleSpeed, 1) * ripple.age) * dpr;
rippleData[i * 4 + 3] = Math.pow(Math.max(1 - t, 0), 2);
}
gl!.useProgram(program);
gl!.activeTexture(gl!.TEXTURE0);
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.uniform1i(uniforms.uContent, 0);
gl!.uniform2f(uniforms.uResolution, output.width, output.height);
gl!.uniform1f(uniforms.uMaxX, contentMaxX);
gl!.uniform1f(uniforms.uHasContent, htmlInCanvas ? 1 : 0);
gl!.uniform1f(uniforms.uDpr, dpr);
gl!.uniform2f(uniforms.uCenter, cx, cy);
gl!.uniform1f(uniforms.uRadius, R * dpr);
gl!.uniform1f(uniforms.uZoom, Math.min(Math.max(config.zoom, 1), 4));
gl!.uniform1f(uniforms.uAlpha, alpha);
gl!.uniform3f(
uniforms.uColor,
config.color[0],
config.color[1],
config.color[2],
);
gl!.uniform1f(uniforms.uHud, Math.min(Math.max(config.hud, 0), 1));
gl!.uniform1f(uniforms.uRing, config.ring ? 1 : 0);
gl!.uniform1f(uniforms.uCross, config.crosshair ? 1 : 0);
gl!.uniform1f(uniforms.uTicks, config.ticks ? 1 : 0);
gl!.uniform1f(uniforms.uBrackets, config.brackets ? 1 : 0);
gl!.uniform1f(uniforms.uDot, config.dot ? 1 : 0);
gl!.uniform1f(uniforms.uGrid, config.grid ? 1 : 0);
gl!.uniform1f(uniforms.uAberration, Math.max(config.aberration, 0));
gl!.uniform1f(uniforms.uHaze, Math.min(Math.max(config.haze, 0), 1));
gl!.uniform4fv(uniforms["uRipples[0]"], rippleData);
gl!.uniform1f(uniforms.uRippleWidth, Math.max(config.rippleWidth, 0.5));
gl!.uniform1f(
uniforms.uRippleBendWidth,
Math.max(config.rippleBendWidth, 1),
);
gl!.uniform1f(uniforms.uRippleBend, Math.max(config.rippleBend, 0));
gl!.uniform1f(uniforms.uRippleGlow, Math.max(config.rippleGlow, 0));
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
gl!.disable(gl!.SCISSOR_TEST);
}
let raf = 0;
let lastTime = performance.now();
let destroyed = false;
let running = false;
let visible = true;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
let reducedMotion = motionQuery.matches;
function frame(now: number) {
if (destroyed) return;
if (!visible) {
running = false;
return;
}
const delta = Math.min((now - lastTime) / 1000, 1 / 30);
lastTime = now;
const follow = Math.min(Math.max(config.follow, 0.02), 1);
const kPos =
reducedMotion || follow >= 1
? 1
: 1 - Math.exp(-delta * (4 + follow * 26));
const kScale = reducedMotion ? 1 : 1 - Math.exp(-delta * 11);
posX += (targetX - posX) * kPos;
posY += (targetY - posY) * kPos;
presence += (presenceTarget - presence) * kScale;
for (const ripple of ripples) ripple.age += delta;
for (let i = ripples.length - 1; i >= 0; i--) {
if (ripples[i].age > Math.max(config.rippleLife, 0.1)) {
ripples.splice(i, 1);
}
}
render();
syncReadout(now);
const settled =
Math.abs(targetX - posX) < 0.1 &&
Math.abs(targetY - posY) < 0.1 &&
Math.abs(presenceTarget - presence) < 0.002;
if (settled && !contentDirty && ripples.length === 0) {
posX = targetX;
posY = targetY;
presence = presenceTarget;
running = false;
return;
}
raf = requestAnimationFrame(frame);
}
function start() {
if (destroyed || running || !visible) return;
running = true;
lastTime = performance.now();
raf = requestAnimationFrame(frame);
}
wake = start;
start();
function onPointerMove(event: PointerEvent) {
const rect = output.getBoundingClientRect();
targetX = event.clientX - rect.left;
targetY = event.clientY - rect.top;
if (!hasPointer) {
posX = targetX;
posY = targetY;
hasPointer = true;
}
presenceTarget = 1;
start();
}
function onPointerLeave() {
presenceTarget = 0;
hasPointer = false;
start();
}
function onPointerDown(event: PointerEvent) {
if (!config.ripples || event.button > 0 || reducedMotion) return;
if (ripples.length >= MAX_RIPPLES) ripples.shift();
ripples.push({
x: posX,
y: posY,
r0: Math.max(config.size, 8) * presence,
age: 0,
});
start();
}
content.addEventListener("pointermove", onPointerMove, { passive: true });
content.addEventListener("pointerleave", onPointerLeave, { passive: true });
content.addEventListener("pointerdown", onPointerDown, { passive: true });
function onScroll() {
start();
}
content.addEventListener("scroll", onScroll, { passive: true });
function onMotionChange() {
reducedMotion = motionQuery.matches;
start();
}
motionQuery.addEventListener("change", onMotionChange);
const observer = new ResizeObserver(() => {
syncCanvasSize();
start();
});
observer.observe(output);
observer.observe(content);
const intersection = new IntersectionObserver((entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (visible) start();
});
intersection.observe(output);
return {
setOptions(next) {
Object.assign(config, next);
start();
},
resize() {
syncCanvasSize();
start();
},
destroy() {
destroyed = true;
cancelAnimationFrame(raf);
content.removeEventListener("pointermove", onPointerMove);
content.removeEventListener("pointerleave", onPointerLeave);
content.removeEventListener("pointerdown", onPointerDown);
content.removeEventListener("scroll", onScroll);
observer.disconnect();
intersection.disconnect();
motionQuery.removeEventListener("change", onMotionChange);
readout.remove();
gl!.deleteTexture(contentTexture);
gl!.deleteProgram(program);
gl!.deleteShader(vertexShader);
gl!.deleteShader(fragmentShader);
gl!.deleteBuffer(quad);
if (htmlInCanvas) paintable.onpaint = null;
},
};
}
export interface MagnifyProps extends MagnifyOptions {
children: ReactNode;
className?: string;
style?: React.CSSProperties;
}
const emptySubscribe = () => () => {};
export function Magnify({
children,
className,
style,
...options
}: MagnifyProps) {
const sourceRef = useRef<HTMLCanvasElement>(null);
const contentRef = useRef<HTMLDivElement>(null);
const outputRef = useRef<HTMLCanvasElement>(null);
const instanceRef = useRef<MagnifyInstance | null>(null);
const [initialOptions] = useState(options);
const [failed, setFailed] = useState(false);
const supported = useSyncExternalStore(
emptySubscribe,
supportsHtmlInCanvas,
() => false,
);
const native = supported && !failed;
useEffect(() => {
const source = sourceRef.current;
const content = contentRef.current;
const output = outputRef.current;
if (!source || !content || !output) return;
instanceRef.current = createMagnify(
{ source, content, output },
initialOptions,
);
if (native && !instanceRef.current) setFailed(true);
return () => {
instanceRef.current?.destroy();
instanceRef.current = null;
};
}, [initialOptions, native]);
useEffect(() => {
instanceRef.current?.setOptions(options);
});
return (
<div className={className} style={{ position: "relative", ...style }}>
<canvas
ref={sourceRef}
// @ts-expect-error experimental html-in-canvas attribute
layoutsubtree="true"
suppressHydrationWarning
style={
native
? { position: "absolute", inset: 0, width: "100%", height: "100%" }
: { display: "none" }
}
>
{native ? (
<div
ref={contentRef}
style={{
position: "relative",
width: "100%",
height: "100%",
overflow: "auto",
}}
>
{children}
</div>
) : null}
</canvas>
{!native ? (
<div
ref={contentRef}
style={{
position: "relative",
width: "100%",
height: "100%",
overflow: "auto",
}}
>
{children}
</div>
) : null}
<canvas
ref={outputRef}
aria-hidden
style={{
position: "absolute",
inset: 0,
width: "100%",
height: "100%",
pointerEvents: "none",
}}
/>
</div>
);
}
export default Magnify;export interface MagnifyOptions {
/** Lens radius in CSS pixels. */
size?: number;
/** Magnification inside the lens (1 to 4). */
zoom?: number;
/** HUD accent color as RGB in the 0 to 1 range. Tints the reticle, readout, and ripple outline. */
color?: [number, number, number];
/** How quickly the lens follows the cursor (0 to 1). 1 snaps to it. */
follow?: number;
/** Overall HUD intensity (0 to 1). 0 hides every reticle element. */
hud?: number;
/** Show the outer ring. */
ring?: boolean;
/** Show the crosshair lines through the center. */
crosshair?: boolean;
/** Show the tick marks around the ring. */
ticks?: boolean;
/** Show the corner brackets inside the lens. */
brackets?: boolean;
/** Show the center dot. */
dot?: boolean;
/** Show a faint measurement grid inside the lens. */
grid?: boolean;
/** Show the data readout beside the lens. */
readout?: boolean;
/** Chromatic aberration split inside the lens (0 to 3). 0 disables it. */
aberration?: number;
/** Dreamy insight haze inside the lens (0 to 1). Softens and lifts the magnified content. */
haze?: number;
/** Emit a ripple across the page on click. */
ripples?: boolean;
/** How fast the ripple wavefront travels, in CSS pixels per second. */
rippleSpeed?: number;
/** Thickness of the colored ripple outline in CSS pixels. */
rippleWidth?: number;
/** Width of the band the ripple bends, in CSS pixels. */
rippleBendWidth?: number;
/** How many CSS pixels the ripple bends the page. */
rippleBend?: number;
/** Strength of the colored ripple outline (0 to 2). 0 hides it. */
rippleGlow?: number;
/** Seconds a ripple lives before it fades out. */
rippleLife?: number;
}
export interface MagnifyElements {
/** Canvas with layoutsubtree that hosts the HTML content. */
source: HTMLCanvasElement;
/** The element inside the source canvas that gets captured. */
content: HTMLElement;
/** Canvas the WebGL effect renders to. */
output: HTMLCanvasElement;
}
export interface MagnifyInstance {
/** Update effect options live. */
setOptions: (options: MagnifyOptions) => void;
/** Re-read canvas size. Call when the element is resized. */
resize: () => void;
/** Stop the loop and release all GPU resources. */
destroy: () => void;
}
const DEFAULTS: Required<MagnifyOptions> = {
size: 140,
zoom: 1.5,
color: [0.8, 0.8, 0.8],
follow: 0.25,
hud: 0.8,
ring: true,
crosshair: true,
ticks: true,
brackets: true,
dot: true,
grid: false,
readout: true,
aberration: 0.8,
haze: 0.2,
ripples: true,
rippleSpeed: 900,
rippleWidth: 2,
rippleBendWidth: 100,
rippleBend: 20,
rippleGlow: 1,
rippleLife: 1.4,
};
const MAX_RIPPLES = 6;
type PaintableCanvas = HTMLCanvasElement & {
onpaint?: (() => void) | null;
requestPaint?: () => void;
};
type ElementImageContext = CanvasRenderingContext2D & {
drawElementImage?: (element: Element, x: number, y: number) => void;
};
const VERT = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPos;
void main () {
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
precision highp float;
out vec4 outColor;
uniform sampler2D uContent;
uniform vec2 uResolution;
uniform float uMaxX;
uniform float uHasContent;
uniform float uDpr;
uniform vec2 uCenter;
uniform float uRadius;
uniform float uZoom;
uniform float uAlpha;
uniform vec3 uColor;
uniform float uHud;
uniform float uRing;
uniform float uCross;
uniform float uTicks;
uniform float uBrackets;
uniform float uDot;
uniform float uGrid;
uniform float uAberration;
uniform float uHaze;
uniform vec4 uRipples[${MAX_RIPPLES}];
uniform float uRippleWidth;
uniform float uRippleBendWidth;
uniform float uRippleBend;
uniform float uRippleGlow;
const float PI = 3.14159265358979;
float pow2 (float x) { return x * x; }
vec3 page (vec2 px, float lod) {
vec2 uv = px / uResolution;
uv.x = clamp(uv.x, 0.0005, uMaxX - 0.0005);
uv.y = clamp(uv.y, 0.0005, 0.9995);
return pow(textureLod(uContent, vec2(uv.x, 1.0 - uv.y), lod).rgb, vec3(2.2));
}
vec3 pageAA (vec2 px, float minLod) {
float footprint = max(length(fwidth(px)), 1.0);
return page(px, max(minLod, log2(footprint)));
}
float line (float d, float halfWidth) {
return 1.0 - smoothstep(halfWidth - 0.75, halfWidth + 0.75, abs(d));
}
void main () {
vec2 fragPx = gl_FragCoord.xy;
vec2 p = fragPx - uCenter;
float d = length(p);
float R = uRadius;
float w = 1.1 * uDpr;
vec2 rippleOffset = vec2(0.0);
float crest = 0.0;
float bendVis = 0.0;
for (int i = 0; i < ${MAX_RIPPLES}; i++) {
vec4 rp = uRipples[i];
vec2 rd = fragPx - rp.xy;
float rl = max(length(rd), 1.0);
float bendBand = exp(-pow2((rl - rp.z) / max(uRippleBendWidth * uDpr, 1.0)));
float crestBand = exp(-pow2((rl - rp.z) / max(uRippleWidth * uDpr, 1.0)));
rippleOffset += (rd / rl) * bendBand * rp.w * uRippleBend * uDpr;
crest = max(crest, crestBand * rp.w);
bendVis = max(bendVis, bendBand * rp.w);
}
float inContent = 1.0 - smoothstep(
uMaxX * uResolution.x - 2.0, uMaxX * uResolution.x, fragPx.x);
crest *= inContent;
float rippleCover = smoothstep(0.001, 0.03, bendVis) * inContent;
float lensMask = 1.0 - smoothstep(R - 1.5, R, d);
vec2 lensPx = uCenter + p / max(uZoom, 1.0) - rippleOffset;
float rimT = pow2(clamp(d / max(R, 1.0), 0.0, 1.0));
vec2 dir = p / max(d, 0.5);
float caPx = uAberration * 5.0 * rimT * uDpr;
float hazeLod = uHaze * 3.0 * (0.3 + 0.7 * rimT);
vec3 inside;
inside.r = pageAA(lensPx + dir * caPx, hazeLod).r;
inside.g = pageAA(lensPx, hazeLod).g;
inside.b = pageAA(lensPx - dir * caPx, hazeLod).b;
vec3 soft = page(lensPx, 4.5);
inside = mix(
inside,
soft * (1.0 + 0.4 * uHaze) + uColor * 0.06 * uHaze,
clamp(uHaze, 0.0, 1.0) * 0.45);
vec3 bent = pageAA(fragPx - rippleOffset, 0.0);
float hud = 0.0;
hud += uRing * line(d - R, 1.3 * uDpr);
float angle = atan(p.y, p.x);
float sector = PI / 4.0;
float da = abs(angle - (floor(angle / sector + 0.5) * sector)) * max(d, 1.0);
float tickBand = smoothstep(R + 4.0 * uDpr, R + 6.0 * uDpr, d)
* (1.0 - smoothstep(R + 12.0 * uDpr, R + 14.0 * uDpr, d));
hud += uTicks * line(da, w) * tickBand;
float reach = R * 1.14;
float crossLine = max(
line(p.x, w) * step(abs(p.y), reach),
line(p.y, w) * step(abs(p.x), reach));
hud += uCross * crossLine * smoothstep(6.0 * uDpr, 10.0 * uDpr, d) * 0.75;
vec2 q = abs(p);
float c = R * 0.64;
float len = R * 0.2;
float arm1 = line(q.x - c, w) * step(c - len, q.y) * step(q.y, c + w);
float arm2 = line(q.y - c, w) * step(c - len, q.x) * step(q.x, c + w);
hud += uBrackets * max(arm1, arm2);
hud += uDot * (1.0 - smoothstep(1.6 * uDpr, 2.6 * uDpr, d));
hud += uDot * line(d - 5.5 * uDpr, 0.9 * uDpr) * 0.6;
float spacing = max(R * 0.25, 8.0);
float gx = line(mod(p.x + spacing * 0.5, spacing) - spacing * 0.5, 0.6 * uDpr);
float gy = line(mod(p.y + spacing * 0.5, spacing) - spacing * 0.5, 0.6 * uDpr);
hud += uGrid * max(gx, gy) * lensMask * 0.16;
hud = clamp(hud, 0.0, 1.0) * uHud;
if (uHasContent < 0.5) {
vec3 hudCol = pow(max(uColor, 0.0), vec3(1.0 / 2.2));
float hudA = hud * uAlpha;
float glow = clamp(pow(crest, 1.5) * uRippleGlow, 0.0, 1.0) * inContent;
float a = max(hudA, lensMask * uAlpha * 0.08);
a = max(a, glow * 0.7);
outColor = vec4(hudCol * clamp(hudA + glow * 0.7, 0.0, 1.0), a);
return;
}
vec3 base = mix(bent, inside, lensMask * uAlpha);
base += uColor * pow(crest, 1.5) * uRippleGlow * 0.7;
float hudA = hud * uAlpha;
base = mix(base, uColor, hudA);
float alpha = max(lensMask * uAlpha, rippleCover);
alpha = max(alpha, clamp(pow(crest, 1.5) * uRippleGlow, 0.0, 1.0));
alpha = max(alpha, hudA);
outColor = vec4(pow(max(base, 0.0), vec3(1.0 / 2.2)) * alpha, alpha);
}`;
export function supportsHtmlInCanvas(): boolean {
if (typeof document === "undefined") return false;
const probe = document.createElement("canvas") as PaintableCanvas;
const ctx = probe.getContext("2d") as ElementImageContext | null;
return Boolean(
ctx &&
typeof ctx.drawElementImage === "function" &&
typeof probe.requestPaint === "function",
);
}
export function createMagnify(
elements: MagnifyElements,
options: MagnifyOptions = {},
): MagnifyInstance | null {
const config = { ...DEFAULTS, ...options };
const { source, content, output } = elements;
const gl = output.getContext("webgl2", {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: true,
});
if (!gl || gl.isContextLost()) return null;
const sourceCtx = source.getContext("2d") as ElementImageContext | null;
const paintable = source as PaintableCanvas;
const htmlInCanvas = Boolean(
sourceCtx &&
typeof sourceCtx.drawElementImage === "function" &&
typeof paintable.requestPaint === "function",
);
let contentDirty = false;
let wake = () => {};
if (htmlInCanvas) {
paintable.onpaint = () => {
try {
sourceCtx!.reset();
sourceCtx!.drawElementImage!(content, 0, 0);
contentDirty = true;
wake();
} catch {}
};
}
function compile(type: number, text: string): WebGLShader {
const shader = gl!.createShader(type)!;
gl!.shaderSource(shader, text);
gl!.compileShader(shader);
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("Magnify shader error:", gl!.getShaderInfoLog(shader));
}
return shader;
}
const vertexShader = compile(gl.VERTEX_SHADER, VERT);
const fragmentShader = compile(gl.FRAGMENT_SHADER, FRAG);
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const uniforms: Record<string, WebGLUniformLocation> = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i)!;
uniforms[info.name] = gl.getUniformLocation(program, info.name)!;
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const contentTexture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, contentTexture);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER,
gl.LINEAR_MIPMAP_LINEAR,
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0]),
);
gl.generateMipmap(gl.TEXTURE_2D);
let contentMaxX = 1;
const readout = document.createElement("div");
readout.setAttribute("aria-hidden", "true");
Object.assign(readout.style, {
position: "absolute",
left: "0",
top: "0",
pointerEvents: "none",
whiteSpace: "pre",
fontFamily: "ui-monospace, SFMono-Regular, Menlo, Consolas, monospace",
fontSize: "10px",
lineHeight: "1.8",
letterSpacing: "0.14em",
opacity: "0",
zIndex: "1",
willChange: "transform, opacity",
} satisfies Partial<CSSStyleDeclaration>);
(output.parentElement ?? output.ownerDocument.body).appendChild(readout);
function accentCss(): string {
const [r, g, b] = config.color;
return `rgb(${Math.round(r * 255)} ${Math.round(g * 255)} ${Math.round(b * 255)})`;
}
function syncCanvasSize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(output.clientWidth * dpr));
const height = Math.max(1, Math.round(output.clientHeight * dpr));
if (output.width !== width || output.height !== height) {
output.width = width;
output.height = height;
}
contentMaxX = Math.min(
1,
Math.max(0.05, content.clientWidth / Math.max(output.clientWidth, 1)),
);
if (htmlInCanvas) {
const cssWidth = Math.max(1, Math.round(source.clientWidth));
const cssHeight = Math.max(1, Math.round(source.clientHeight));
if (source.width !== cssWidth || source.height !== cssHeight) {
source.width = cssWidth;
source.height = cssHeight;
}
paintable.requestPaint!();
}
}
syncCanvasSize();
function uploadContent() {
if (!htmlInCanvas || !contentDirty) return;
contentDirty = false;
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.texImage2D(
gl!.TEXTURE_2D,
0,
gl!.RGBA,
gl!.RGBA,
gl!.UNSIGNED_BYTE,
source,
);
gl!.generateMipmap(gl!.TEXTURE_2D);
}
let posX = output.clientWidth / 2;
let posY = output.clientHeight / 2;
let targetX = posX;
let targetY = posY;
let presence = 0;
let presenceTarget = 0;
let hasPointer = false;
const ripples: { x: number; y: number; r0: number; age: number }[] = [];
const rippleData = new Float32Array(MAX_RIPPLES * 4);
function syncReadout(now: number) {
const show = config.readout && config.hud > 0.01 && presence > 0.05;
readout.style.opacity = show
? String(Math.min(presence, 1) * Math.min(config.hud, 1))
: "0";
if (!show) return;
const R = Math.max(config.size, 8) * presence;
const width = output.clientWidth;
const boxW = 120;
let rx = posX + R + 18;
if (rx + boxW > width - 8) rx = posX - R - 18 - boxW;
const ry = Math.min(
Math.max(posY - 34, 8),
Math.max(output.clientHeight - 90, 8),
);
readout.style.transform = `translate(${Math.round(rx)}px, ${Math.round(ry)}px)`;
readout.style.color = accentCss();
const blink = Math.floor(now / 600) % 2 === 0 ? "\u25CF" : "\u25CB";
readout.textContent =
`X ${String(Math.round(posX)).padStart(4, " ")}\n` +
`Y ${String(Math.round(posY)).padStart(4, " ")}\n` +
`${config.zoom.toFixed(1)}X MAG\n` +
`R ${Math.round(config.size)}PX ${blink}`;
}
function render() {
uploadContent();
const dpr = output.width / Math.max(output.clientWidth, 1);
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
gl!.disable(gl!.SCISSOR_TEST);
gl!.clearColor(0, 0, 0, 0);
gl!.clear(gl!.COLOR_BUFFER_BIT);
if (presence <= 0.004 && ripples.length === 0) return;
const R = Math.max(config.size, 8) * presence;
const alpha = Math.min(presence * 5, 1);
const cx = posX * dpr;
const cy = output.height - posY * dpr;
if (ripples.length === 0) {
const margin = (R * 0.25 + 160) * dpr;
const sx = Math.max(0, Math.floor(cx - R * dpr - margin));
const sy = Math.max(0, Math.floor(cy - R * dpr - margin));
gl!.enable(gl!.SCISSOR_TEST);
gl!.scissor(
sx,
sy,
Math.min(output.width - sx, Math.ceil((R * dpr + margin) * 2)),
Math.min(output.height - sy, Math.ceil((R * dpr + margin) * 2)),
);
}
rippleData.fill(0);
for (let i = 0; i < Math.min(ripples.length, MAX_RIPPLES); i++) {
const ripple = ripples[i];
const t = ripple.age / Math.max(config.rippleLife, 0.1);
rippleData[i * 4] = ripple.x * dpr;
rippleData[i * 4 + 1] = output.height - ripple.y * dpr;
rippleData[i * 4 + 2] =
(ripple.r0 + Math.max(config.rippleSpeed, 1) * ripple.age) * dpr;
rippleData[i * 4 + 3] = Math.pow(Math.max(1 - t, 0), 2);
}
gl!.useProgram(program);
gl!.activeTexture(gl!.TEXTURE0);
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.uniform1i(uniforms.uContent, 0);
gl!.uniform2f(uniforms.uResolution, output.width, output.height);
gl!.uniform1f(uniforms.uMaxX, contentMaxX);
gl!.uniform1f(uniforms.uHasContent, htmlInCanvas ? 1 : 0);
gl!.uniform1f(uniforms.uDpr, dpr);
gl!.uniform2f(uniforms.uCenter, cx, cy);
gl!.uniform1f(uniforms.uRadius, R * dpr);
gl!.uniform1f(uniforms.uZoom, Math.min(Math.max(config.zoom, 1), 4));
gl!.uniform1f(uniforms.uAlpha, alpha);
gl!.uniform3f(
uniforms.uColor,
config.color[0],
config.color[1],
config.color[2],
);
gl!.uniform1f(uniforms.uHud, Math.min(Math.max(config.hud, 0), 1));
gl!.uniform1f(uniforms.uRing, config.ring ? 1 : 0);
gl!.uniform1f(uniforms.uCross, config.crosshair ? 1 : 0);
gl!.uniform1f(uniforms.uTicks, config.ticks ? 1 : 0);
gl!.uniform1f(uniforms.uBrackets, config.brackets ? 1 : 0);
gl!.uniform1f(uniforms.uDot, config.dot ? 1 : 0);
gl!.uniform1f(uniforms.uGrid, config.grid ? 1 : 0);
gl!.uniform1f(uniforms.uAberration, Math.max(config.aberration, 0));
gl!.uniform1f(uniforms.uHaze, Math.min(Math.max(config.haze, 0), 1));
gl!.uniform4fv(uniforms["uRipples[0]"], rippleData);
gl!.uniform1f(uniforms.uRippleWidth, Math.max(config.rippleWidth, 0.5));
gl!.uniform1f(
uniforms.uRippleBendWidth,
Math.max(config.rippleBendWidth, 1),
);
gl!.uniform1f(uniforms.uRippleBend, Math.max(config.rippleBend, 0));
gl!.uniform1f(uniforms.uRippleGlow, Math.max(config.rippleGlow, 0));
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
gl!.disable(gl!.SCISSOR_TEST);
}
let raf = 0;
let lastTime = performance.now();
let destroyed = false;
let running = false;
let visible = true;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
let reducedMotion = motionQuery.matches;
function frame(now: number) {
if (destroyed) return;
if (!visible) {
running = false;
return;
}
const delta = Math.min((now - lastTime) / 1000, 1 / 30);
lastTime = now;
const follow = Math.min(Math.max(config.follow, 0.02), 1);
const kPos =
reducedMotion || follow >= 1
? 1
: 1 - Math.exp(-delta * (4 + follow * 26));
const kScale = reducedMotion ? 1 : 1 - Math.exp(-delta * 11);
posX += (targetX - posX) * kPos;
posY += (targetY - posY) * kPos;
presence += (presenceTarget - presence) * kScale;
for (const ripple of ripples) ripple.age += delta;
for (let i = ripples.length - 1; i >= 0; i--) {
if (ripples[i].age > Math.max(config.rippleLife, 0.1)) {
ripples.splice(i, 1);
}
}
render();
syncReadout(now);
const settled =
Math.abs(targetX - posX) < 0.1 &&
Math.abs(targetY - posY) < 0.1 &&
Math.abs(presenceTarget - presence) < 0.002;
if (settled && !contentDirty && ripples.length === 0) {
posX = targetX;
posY = targetY;
presence = presenceTarget;
running = false;
return;
}
raf = requestAnimationFrame(frame);
}
function start() {
if (destroyed || running || !visible) return;
running = true;
lastTime = performance.now();
raf = requestAnimationFrame(frame);
}
wake = start;
start();
function onPointerMove(event: PointerEvent) {
const rect = output.getBoundingClientRect();
targetX = event.clientX - rect.left;
targetY = event.clientY - rect.top;
if (!hasPointer) {
posX = targetX;
posY = targetY;
hasPointer = true;
}
presenceTarget = 1;
start();
}
function onPointerLeave() {
presenceTarget = 0;
hasPointer = false;
start();
}
function onPointerDown(event: PointerEvent) {
if (!config.ripples || event.button > 0 || reducedMotion) return;
if (ripples.length >= MAX_RIPPLES) ripples.shift();
ripples.push({
x: posX,
y: posY,
r0: Math.max(config.size, 8) * presence,
age: 0,
});
start();
}
content.addEventListener("pointermove", onPointerMove, { passive: true });
content.addEventListener("pointerleave", onPointerLeave, { passive: true });
content.addEventListener("pointerdown", onPointerDown, { passive: true });
function onScroll() {
start();
}
content.addEventListener("scroll", onScroll, { passive: true });
function onMotionChange() {
reducedMotion = motionQuery.matches;
start();
}
motionQuery.addEventListener("change", onMotionChange);
const observer = new ResizeObserver(() => {
syncCanvasSize();
start();
});
observer.observe(output);
observer.observe(content);
const intersection = new IntersectionObserver((entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (visible) start();
});
intersection.observe(output);
return {
setOptions(next) {
Object.assign(config, next);
start();
},
resize() {
syncCanvasSize();
start();
},
destroy() {
destroyed = true;
cancelAnimationFrame(raf);
content.removeEventListener("pointermove", onPointerMove);
content.removeEventListener("pointerleave", onPointerLeave);
content.removeEventListener("pointerdown", onPointerDown);
content.removeEventListener("scroll", onScroll);
observer.disconnect();
intersection.disconnect();
motionQuery.removeEventListener("change", onMotionChange);
readout.remove();
gl!.deleteTexture(contentTexture);
gl!.deleteProgram(program);
gl!.deleteShader(vertexShader);
gl!.deleteShader(fragmentShader);
gl!.deleteBuffer(quad);
if (htmlInCanvas) paintable.onpaint = null;
},
};
}Part of Canvas UI by DavidHDev, MIT + Commons Clause. Docs: canvasui.dev/docs/components/magnify.
.claude/skills/design-vault/references/magnify.mdPage Effects
Retro Dither
A soft lens follows the cursor and crunches the live page beneath it into chunky, quantised pixels — an ordered Bayer dither with a two-colour palette, optional scanlines and full-screen coverage. The HTML underneath stays interactive. From Canvas UI, no dependencies.
Live preview
How it works
How it works. Live HTML is captured through the experimental html-in-canvas API (Chrome flag chrome://flags/#canvas-draw-element) into a layoutsubtree canvas, uploaded as a texture and rendered by one WebGL2 fragment shader. Each fragment snaps to a cell of pixelSize CSS pixels and samples the content at that cell's centre, which is what produces the chunky pixelation. The cell's luminance (Rec. 601 weights) is pushed through contrast, brightness and invert, then quantised by ditherQuant: the value is scaled to levels, and the fractional remainder picks one of four ordered sub-patterns (checkerboard and two 4×4 lattices) that decide whether the cell rounds up — so gradients break into stippled bands instead of flat posterised steps. The quantised value drives two colours: a darkColor → lightColor palette ramp, and a hue-preserving version of the original pixel; colorize blends between them, so 0 keeps the photo's own colours and 1 goes full duotone. scanlines darkens every other cell row.
Where the effect applies is a second, independent mask. A distance field from the eased pointer gives the lens (radius relative to screen height, feathered inward by softness), baseStrength raises coverage across the whole screen, and strength caps the total. That coverage is then thresholded against a 4×4 Bayer matrix per cell — step(bayer(cell), mask) — so the lens does not have a soft alpha edge; it dissolves into the untouched page as a stippled gradient of dithered cells, which is what makes it read as authentically retro. Pointer position and presence ease with exponential decay at followSpeed, and the rAF loop parks itself as soon as everything settles and the capture is clean.
API (defaults in brackets):
radius[0.5] — lens radius around the cursor, relative to screen heightsoftness[1] — edge feather as a fraction of the radius (0–1)pixelSize[2] — size of the retro pixels in CSS pixelslevels[4] — number of brightness levels the dither quantises todarkColor[[0,0,0]] — dark end of the palette,[r,g,b]in 0–1lightColor[[1,1,1]] — light end of the palette,[r,g,b]in 0–1colorize[0.1] — blend from the content's own colours (0) to the palette (1)contrast[0.6] — contrast applied to brightness before ditheringbrightness[0] — brightness offset before dithering (−1 to 1)strength[0.75] — coverage of dithered pixels inside the lens (0–1)baseStrength[0] — dither coverage across the whole screen, outside the lens (0–1)invert[0] — invert brightness inside the effect (0–1)scanlines[0] — intensity of the retro scanline overlay (0–1)followSpeed[3] — how quickly the lens follows the cursor; higher is snappierclassName— classes applied to the wrapper element
Instance methods: setOptions(next), resize(), destroy().
Install: npx shadcn@latest add @canvas-ui/retro-dither-react.json (also -vue, -svelte, -vanilla). Vue/Svelte source lives in raw/canvasui/retro-dither.md.
The vault preview runs the engine verbatim on live HTML (the flag is enabled here): the card hosts a full-bleed photo inside the source canvas, five presets cover the classic palettes (1-bit, Game Boy, CRT, amber), and Page demo wraps the whole vault so the lens roams the real page. Push Full screen up to dither everything at once instead of only under the cursor.
Code
"use client";
import {
useEffect,
useRef,
useState,
useSyncExternalStore,
type ReactNode,
} from "react";
export interface RetroDitherOptions {
/** Radius of the dither lens around the cursor, relative to the screen height. */
radius?: number;
/** Edge feather of the lens as a fraction of the radius (0 to 1). */
softness?: number;
/** Size of the retro pixels in CSS pixels. */
pixelSize?: number;
/** Number of brightness levels the dither quantizes to. */
levels?: number;
/** Dark end of the palette as [r, g, b] in 0-1 range. */
darkColor?: [number, number, number];
/** Light end of the palette as [r, g, b] in 0-1 range. */
lightColor?: [number, number, number];
/** Blend from the content's own colors (0) to the palette (1). */
colorize?: number;
/** Contrast applied to brightness before dithering. */
contrast?: number;
/** Brightness offset applied before dithering (-1 to 1). */
brightness?: number;
/** Coverage of the dithered pixels inside the lens (0 to 1). */
strength?: number;
/** Dither coverage across the whole screen, outside the lens (0 to 1). */
baseStrength?: number;
/** Invert brightness inside the effect (0 to 1). */
invert?: number;
/** Intensity of the retro scanline overlay (0 to 1). */
scanlines?: number;
/** How quickly the lens follows the cursor. Higher is snappier. */
followSpeed?: number;
}
export interface RetroDitherElements {
/** Canvas with layoutsubtree that hosts the HTML content. */
source: HTMLCanvasElement;
/** The element inside the source canvas that gets captured. */
content: HTMLElement;
/** Canvas the WebGL effect renders to. */
output: HTMLCanvasElement;
}
export interface RetroDitherInstance {
/** Update effect options live. */
setOptions: (options: RetroDitherOptions) => void;
/** Re-read canvas size. Call when the element is resized. */
resize: () => void;
/** Stop the loop and release all GPU resources. */
destroy: () => void;
}
const DEFAULTS: Required<RetroDitherOptions> = {
radius: 0.5,
softness: 1,
pixelSize: 2,
levels: 4,
darkColor: [0, 0, 0],
lightColor: [1, 1, 1],
colorize: 0.1,
contrast: 0.6,
brightness: 0,
strength: 0.75,
baseStrength: 0,
invert: 0,
scanlines: 0,
followSpeed: 3,
};
type PaintableCanvas = HTMLCanvasElement & {
onpaint?: (() => void) | null;
requestPaint?: () => void;
};
type ElementImageContext = CanvasRenderingContext2D & {
drawElementImage?: (element: Element, x: number, y: number) => void;
};
const VERT = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPos;
out vec2 vUv;
void main () {
vUv = aPos * 0.5 + 0.5;
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 outColor;
uniform sampler2D uContent;
uniform vec2 uResolution;
uniform float uPixelSize;
uniform float uLevels;
uniform float uRadius;
uniform float uSoftness;
uniform vec2 uPointer;
uniform float uActive;
uniform vec3 uDark;
uniform vec3 uLight;
uniform float uColorize;
uniform float uContrast;
uniform float uBrightness;
uniform float uStrength;
uniform float uBase;
uniform float uInvert;
uniform float uScanlines;
uniform float uMaxX;
#define S(a, b, t) smoothstep(a, b, t)
float ditherQuant (float v, ivec2 cell) {
float x = v * uLevels;
int level = int(floor(fract(x) * 4.0));
float add = 0.0;
if (level == 1) {
if (cell.x % 4 == (2 * cell.y) % 4) add = 1.0;
} else if (level == 2) {
if (cell.x % 2 != cell.y % 2) add = 1.0;
} else if (level == 3) {
if (cell.x % 4 != (2 * cell.y) % 4) add = 1.0;
}
return floor(x + add) / uLevels;
}
float bayer (ivec2 p) {
int b[16] = int[16](0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5);
return (float(b[(p.y % 4) * 4 + (p.x % 4)]) + 0.5) / 16.0;
}
void main () {
vec2 uv = vUv;
if (uv.x > uMaxX) {
outColor = vec4(0.0);
return;
}
vec4 content = texture(uContent, vec2(uv.x, 1.0 - uv.y));
vec2 frag = uv * uResolution;
vec2 cell = floor(frag / uPixelSize);
vec2 cellUv = (cell + 0.5) * uPixelSize / uResolution;
cellUv = clamp(cellUv, vec2(0.001), vec2(uMaxX - 0.002, 0.999));
vec4 pixel = texture(uContent, vec2(cellUv.x, 1.0 - cellUv.y));
float lum = dot(pixel.rgb, vec3(0.299, 0.587, 0.114));
lum = clamp((lum - 0.5) * uContrast + 0.5 + uBrightness, 0.0, 1.0);
lum = mix(lum, 1.0 - lum, clamp(uInvert, 0.0, 1.0));
float q = ditherQuant(lum, ivec2(cell));
vec3 palette = mix(uDark, uLight, q);
vec3 keepHue = pixel.rgb * (q / max(lum, 0.001));
vec3 dithered = mix(keepHue, palette, clamp(uColorize, 0.0, 1.0));
dithered *= 1.0 - uScanlines * 0.45 * mod(cell.y, 2.0);
float aspect = uResolution.x / uResolution.y;
float dist = length((uv - uPointer) * vec2(aspect, 1.0));
float radius = max(uRadius * uActive, 1e-4);
float inner = radius * (1.0 - clamp(uSoftness, 0.0, 1.0));
float lens = (1.0 - S(inner, radius, dist)) * uActive;
float mask = clamp(max(lens, clamp(uBase, 0.0, 1.0)), 0.0, 1.0)
* clamp(uStrength, 0.0, 1.0);
float apply = step(bayer(ivec2(cell)), mask);
vec3 col = mix(content.rgb, dithered, apply);
float alpha = mix(content.a, pixel.a, apply);
outColor = vec4(col, alpha);
}`;
export function supportsHtmlInCanvas(): boolean {
if (typeof document === "undefined") return false;
const probe = document.createElement("canvas") as PaintableCanvas;
const ctx = probe.getContext("2d") as ElementImageContext | null;
return Boolean(
ctx &&
typeof ctx.drawElementImage === "function" &&
typeof probe.requestPaint === "function",
);
}
export function createRetroDither(
elements: RetroDitherElements,
options: RetroDitherOptions = {},
): RetroDitherInstance | null {
const config = { ...DEFAULTS, ...options };
const { source, content, output } = elements;
const gl = output.getContext("webgl2", {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: false,
});
if (!gl || gl.isContextLost()) return null;
const sourceCtx = source.getContext("2d") as ElementImageContext | null;
const paintable = source as PaintableCanvas;
const htmlInCanvas = Boolean(
sourceCtx &&
typeof sourceCtx.drawElementImage === "function" &&
typeof paintable.requestPaint === "function",
);
let contentDirty = false;
let wake = () => {};
if (htmlInCanvas) {
paintable.onpaint = () => {
try {
sourceCtx!.reset();
sourceCtx!.drawElementImage!(content, 0, 0);
contentDirty = true;
wake();
} catch {}
};
}
function compile(type: number, text: string): WebGLShader {
const shader = gl!.createShader(type)!;
gl!.shaderSource(shader, text);
gl!.compileShader(shader);
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("RetroDither shader error:", gl!.getShaderInfoLog(shader));
}
return shader;
}
const vertexShader = compile(gl.VERTEX_SHADER, VERT);
const fragmentShader = compile(gl.FRAGMENT_SHADER, FRAG);
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const uniforms: Record<string, WebGLUniformLocation> = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i)!;
uniforms[info.name] = gl.getUniformLocation(program, info.name)!;
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const contentTexture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, contentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0]),
);
let contentMaxX = 1;
function syncCanvasSize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(output.clientWidth * dpr));
const height = Math.max(1, Math.round(output.clientHeight * dpr));
if (output.width !== width || output.height !== height) {
output.width = width;
output.height = height;
}
contentMaxX = Math.min(
1,
Math.max(0.05, content.clientWidth / Math.max(output.clientWidth, 1)),
);
if (htmlInCanvas) {
const cssWidth = Math.max(1, Math.round(source.clientWidth));
const cssHeight = Math.max(1, Math.round(source.clientHeight));
if (source.width !== cssWidth || source.height !== cssHeight) {
source.width = cssWidth;
source.height = cssHeight;
}
paintable.requestPaint!();
}
}
syncCanvasSize();
const pointer = { x: 0.5, y: 0.5, tx: 0.5, ty: 0.5, active: 0, target: 0 };
function uploadContent() {
if (!htmlInCanvas || !contentDirty) return;
contentDirty = false;
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.texImage2D(
gl!.TEXTURE_2D,
0,
gl!.RGBA,
gl!.RGBA,
gl!.UNSIGNED_BYTE,
source,
);
}
function render() {
uploadContent();
gl!.useProgram(program);
gl!.activeTexture(gl!.TEXTURE0);
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.uniform1i(uniforms.uContent, 0);
gl!.uniform2f(uniforms.uResolution, output.width, output.height);
const dpr = output.width / Math.max(output.clientWidth, 1);
gl!.uniform1f(uniforms.uPixelSize, Math.max(config.pixelSize, 1) * dpr);
gl!.uniform1f(uniforms.uLevels, Math.max(config.levels, 1));
gl!.uniform1f(uniforms.uRadius, Math.max(config.radius, 0.01));
gl!.uniform1f(uniforms.uSoftness, config.softness);
gl!.uniform2f(uniforms.uPointer, pointer.x, pointer.y);
gl!.uniform1f(uniforms.uActive, pointer.active);
gl!.uniform3f(
uniforms.uDark,
config.darkColor[0],
config.darkColor[1],
config.darkColor[2],
);
gl!.uniform3f(
uniforms.uLight,
config.lightColor[0],
config.lightColor[1],
config.lightColor[2],
);
gl!.uniform1f(uniforms.uColorize, config.colorize);
gl!.uniform1f(uniforms.uContrast, Math.max(config.contrast, 0));
gl!.uniform1f(uniforms.uBrightness, config.brightness);
gl!.uniform1f(uniforms.uStrength, config.strength);
gl!.uniform1f(uniforms.uBase, config.baseStrength);
gl!.uniform1f(uniforms.uInvert, config.invert);
gl!.uniform1f(uniforms.uScanlines, config.scanlines);
gl!.uniform1f(uniforms.uMaxX, contentMaxX);
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
}
let raf = 0;
let lastTime = performance.now();
let destroyed = false;
let running = false;
let visible = true;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
let reducedMotion = motionQuery.matches;
function frame(now: number) {
if (destroyed) return;
if (!visible) {
running = false;
return;
}
const delta = Math.min((now - lastTime) / 1000, 1 / 30);
lastTime = now;
const ease = reducedMotion
? 1
: 1 - Math.exp(-delta * Math.max(config.followSpeed, 0.5));
pointer.x += (pointer.tx - pointer.x) * ease;
pointer.y += (pointer.ty - pointer.y) * ease;
pointer.active += (pointer.target - pointer.active) * ease;
render();
const settled =
Math.abs(pointer.tx - pointer.x) < 5e-4 &&
Math.abs(pointer.ty - pointer.y) < 5e-4 &&
Math.abs(pointer.target - pointer.active) < 1e-3;
if (settled && !contentDirty) {
pointer.x = pointer.tx;
pointer.y = pointer.ty;
pointer.active = pointer.target;
running = false;
return;
}
raf = requestAnimationFrame(frame);
}
function start() {
if (destroyed || running || !visible) return;
running = true;
lastTime = performance.now();
raf = requestAnimationFrame(frame);
}
wake = start;
start();
function onMotionChange() {
reducedMotion = motionQuery.matches;
start();
}
motionQuery.addEventListener("change", onMotionChange);
const observer = new ResizeObserver(() => {
syncCanvasSize();
start();
});
observer.observe(output);
observer.observe(content);
const intersection = new IntersectionObserver((entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (visible) start();
});
intersection.observe(output);
const listenTarget = output.parentElement ?? output;
function onPointerMove(event: PointerEvent) {
const rect = output.getBoundingClientRect();
pointer.tx = (event.clientX - rect.left) / Math.max(rect.width, 1);
pointer.ty = 1 - (event.clientY - rect.top) / Math.max(rect.height, 1);
pointer.target = 1;
start();
}
function onPointerLeave() {
pointer.target = 0;
start();
}
listenTarget.addEventListener("pointermove", onPointerMove);
listenTarget.addEventListener("pointerleave", onPointerLeave);
return {
setOptions(next) {
Object.assign(config, next);
start();
},
resize() {
syncCanvasSize();
start();
},
destroy() {
destroyed = true;
cancelAnimationFrame(raf);
observer.disconnect();
intersection.disconnect();
motionQuery.removeEventListener("change", onMotionChange);
listenTarget.removeEventListener("pointermove", onPointerMove);
listenTarget.removeEventListener("pointerleave", onPointerLeave);
gl!.deleteTexture(contentTexture);
gl!.deleteProgram(program);
gl!.deleteShader(vertexShader);
gl!.deleteShader(fragmentShader);
gl!.deleteBuffer(quad);
if (htmlInCanvas) paintable.onpaint = null;
},
};
}
export interface RetroDitherProps extends RetroDitherOptions {
children: ReactNode;
className?: string;
style?: React.CSSProperties;
}
const emptySubscribe = () => () => {};
export function RetroDither({
children,
className,
style,
...options
}: RetroDitherProps) {
const sourceRef = useRef<HTMLCanvasElement>(null);
const contentRef = useRef<HTMLDivElement>(null);
const outputRef = useRef<HTMLCanvasElement>(null);
const instanceRef = useRef<RetroDitherInstance | null>(null);
const [initialOptions] = useState(options);
const [failed, setFailed] = useState(false);
const supported = useSyncExternalStore(
emptySubscribe,
supportsHtmlInCanvas,
() => false,
);
const native = supported && !failed;
useEffect(() => {
const source = sourceRef.current;
const content = contentRef.current;
const output = outputRef.current;
if (!source || !content || !output) return;
instanceRef.current = createRetroDither(
{ source, content, output },
initialOptions,
);
if (native && !instanceRef.current) setFailed(true);
return () => {
instanceRef.current?.destroy();
instanceRef.current = null;
};
}, [initialOptions, native]);
useEffect(() => {
instanceRef.current?.setOptions(options);
});
return (
<div className={className} style={{ position: "relative", ...style }}>
<canvas
ref={sourceRef}
// @ts-expect-error experimental html-in-canvas attribute
layoutsubtree="true"
suppressHydrationWarning
style={
native
? { position: "absolute", inset: 0, width: "100%", height: "100%" }
: { display: "none" }
}
>
{native ? (
<div
ref={contentRef}
style={{
position: "relative",
width: "100%",
height: "100%",
overflow: "auto",
}}
>
{children}
</div>
) : null}
</canvas>
{!native ? (
<div
ref={contentRef}
style={{
position: "relative",
width: "100%",
height: "100%",
overflow: "auto",
}}
>
{children}
</div>
) : null}
<canvas
ref={outputRef}
aria-hidden
style={{
position: "absolute",
inset: 0,
width: "100%",
height: "100%",
pointerEvents: "none",
}}
/>
</div>
);
}
export default RetroDither;export interface RetroDitherOptions {
/** Radius of the dither lens around the cursor, relative to the screen height. */
radius?: number;
/** Edge feather of the lens as a fraction of the radius (0 to 1). */
softness?: number;
/** Size of the retro pixels in CSS pixels. */
pixelSize?: number;
/** Number of brightness levels the dither quantizes to. */
levels?: number;
/** Dark end of the palette as [r, g, b] in 0-1 range. */
darkColor?: [number, number, number];
/** Light end of the palette as [r, g, b] in 0-1 range. */
lightColor?: [number, number, number];
/** Blend from the content's own colors (0) to the palette (1). */
colorize?: number;
/** Contrast applied to brightness before dithering. */
contrast?: number;
/** Brightness offset applied before dithering (-1 to 1). */
brightness?: number;
/** Coverage of the dithered pixels inside the lens (0 to 1). */
strength?: number;
/** Dither coverage across the whole screen, outside the lens (0 to 1). */
baseStrength?: number;
/** Invert brightness inside the effect (0 to 1). */
invert?: number;
/** Intensity of the retro scanline overlay (0 to 1). */
scanlines?: number;
/** How quickly the lens follows the cursor. Higher is snappier. */
followSpeed?: number;
}
export interface RetroDitherElements {
/** Canvas with layoutsubtree that hosts the HTML content. */
source: HTMLCanvasElement;
/** The element inside the source canvas that gets captured. */
content: HTMLElement;
/** Canvas the WebGL effect renders to. */
output: HTMLCanvasElement;
}
export interface RetroDitherInstance {
/** Update effect options live. */
setOptions: (options: RetroDitherOptions) => void;
/** Re-read canvas size. Call when the element is resized. */
resize: () => void;
/** Stop the loop and release all GPU resources. */
destroy: () => void;
}
const DEFAULTS: Required<RetroDitherOptions> = {
radius: 0.5,
softness: 1,
pixelSize: 2,
levels: 4,
darkColor: [0, 0, 0],
lightColor: [1, 1, 1],
colorize: 0.1,
contrast: 0.6,
brightness: 0,
strength: 0.75,
baseStrength: 0,
invert: 0,
scanlines: 0,
followSpeed: 3,
};
type PaintableCanvas = HTMLCanvasElement & {
onpaint?: (() => void) | null;
requestPaint?: () => void;
};
type ElementImageContext = CanvasRenderingContext2D & {
drawElementImage?: (element: Element, x: number, y: number) => void;
};
const VERT = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPos;
out vec2 vUv;
void main () {
vUv = aPos * 0.5 + 0.5;
gl_Position = vec4(aPos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 outColor;
uniform sampler2D uContent;
uniform vec2 uResolution;
uniform float uPixelSize;
uniform float uLevels;
uniform float uRadius;
uniform float uSoftness;
uniform vec2 uPointer;
uniform float uActive;
uniform vec3 uDark;
uniform vec3 uLight;
uniform float uColorize;
uniform float uContrast;
uniform float uBrightness;
uniform float uStrength;
uniform float uBase;
uniform float uInvert;
uniform float uScanlines;
uniform float uMaxX;
#define S(a, b, t) smoothstep(a, b, t)
float ditherQuant (float v, ivec2 cell) {
float x = v * uLevels;
int level = int(floor(fract(x) * 4.0));
float add = 0.0;
if (level == 1) {
if (cell.x % 4 == (2 * cell.y) % 4) add = 1.0;
} else if (level == 2) {
if (cell.x % 2 != cell.y % 2) add = 1.0;
} else if (level == 3) {
if (cell.x % 4 != (2 * cell.y) % 4) add = 1.0;
}
return floor(x + add) / uLevels;
}
float bayer (ivec2 p) {
int b[16] = int[16](0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5);
return (float(b[(p.y % 4) * 4 + (p.x % 4)]) + 0.5) / 16.0;
}
void main () {
vec2 uv = vUv;
if (uv.x > uMaxX) {
outColor = vec4(0.0);
return;
}
vec4 content = texture(uContent, vec2(uv.x, 1.0 - uv.y));
vec2 frag = uv * uResolution;
vec2 cell = floor(frag / uPixelSize);
vec2 cellUv = (cell + 0.5) * uPixelSize / uResolution;
cellUv = clamp(cellUv, vec2(0.001), vec2(uMaxX - 0.002, 0.999));
vec4 pixel = texture(uContent, vec2(cellUv.x, 1.0 - cellUv.y));
float lum = dot(pixel.rgb, vec3(0.299, 0.587, 0.114));
lum = clamp((lum - 0.5) * uContrast + 0.5 + uBrightness, 0.0, 1.0);
lum = mix(lum, 1.0 - lum, clamp(uInvert, 0.0, 1.0));
float q = ditherQuant(lum, ivec2(cell));
vec3 palette = mix(uDark, uLight, q);
vec3 keepHue = pixel.rgb * (q / max(lum, 0.001));
vec3 dithered = mix(keepHue, palette, clamp(uColorize, 0.0, 1.0));
dithered *= 1.0 - uScanlines * 0.45 * mod(cell.y, 2.0);
float aspect = uResolution.x / uResolution.y;
float dist = length((uv - uPointer) * vec2(aspect, 1.0));
float radius = max(uRadius * uActive, 1e-4);
float inner = radius * (1.0 - clamp(uSoftness, 0.0, 1.0));
float lens = (1.0 - S(inner, radius, dist)) * uActive;
float mask = clamp(max(lens, clamp(uBase, 0.0, 1.0)), 0.0, 1.0)
* clamp(uStrength, 0.0, 1.0);
float apply = step(bayer(ivec2(cell)), mask);
vec3 col = mix(content.rgb, dithered, apply);
float alpha = mix(content.a, pixel.a, apply);
outColor = vec4(col, alpha);
}`;
export function supportsHtmlInCanvas(): boolean {
if (typeof document === "undefined") return false;
const probe = document.createElement("canvas") as PaintableCanvas;
const ctx = probe.getContext("2d") as ElementImageContext | null;
return Boolean(
ctx &&
typeof ctx.drawElementImage === "function" &&
typeof probe.requestPaint === "function",
);
}
export function createRetroDither(
elements: RetroDitherElements,
options: RetroDitherOptions = {},
): RetroDitherInstance | null {
const config = { ...DEFAULTS, ...options };
const { source, content, output } = elements;
const gl = output.getContext("webgl2", {
alpha: true,
depth: false,
stencil: false,
antialias: false,
premultipliedAlpha: false,
});
if (!gl || gl.isContextLost()) return null;
const sourceCtx = source.getContext("2d") as ElementImageContext | null;
const paintable = source as PaintableCanvas;
const htmlInCanvas = Boolean(
sourceCtx &&
typeof sourceCtx.drawElementImage === "function" &&
typeof paintable.requestPaint === "function",
);
let contentDirty = false;
let wake = () => {};
if (htmlInCanvas) {
paintable.onpaint = () => {
try {
sourceCtx!.reset();
sourceCtx!.drawElementImage!(content, 0, 0);
contentDirty = true;
wake();
} catch {}
};
}
function compile(type: number, text: string): WebGLShader {
const shader = gl!.createShader(type)!;
gl!.shaderSource(shader, text);
gl!.compileShader(shader);
if (!gl!.getShaderParameter(shader, gl!.COMPILE_STATUS)) {
console.error("RetroDither shader error:", gl!.getShaderInfoLog(shader));
}
return shader;
}
const vertexShader = compile(gl.VERTEX_SHADER, VERT);
const fragmentShader = compile(gl.FRAGMENT_SHADER, FRAG);
const program = gl.createProgram()!;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
const uniforms: Record<string, WebGLUniformLocation> = {};
const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) {
const info = gl.getActiveUniform(program, i)!;
uniforms[info.name] = gl.getUniformLocation(program, info.name)!;
}
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const contentTexture = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, contentTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array([0, 0, 0, 0]),
);
let contentMaxX = 1;
function syncCanvasSize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(output.clientWidth * dpr));
const height = Math.max(1, Math.round(output.clientHeight * dpr));
if (output.width !== width || output.height !== height) {
output.width = width;
output.height = height;
}
contentMaxX = Math.min(
1,
Math.max(0.05, content.clientWidth / Math.max(output.clientWidth, 1)),
);
if (htmlInCanvas) {
const cssWidth = Math.max(1, Math.round(source.clientWidth));
const cssHeight = Math.max(1, Math.round(source.clientHeight));
if (source.width !== cssWidth || source.height !== cssHeight) {
source.width = cssWidth;
source.height = cssHeight;
}
paintable.requestPaint!();
}
}
syncCanvasSize();
const pointer = { x: 0.5, y: 0.5, tx: 0.5, ty: 0.5, active: 0, target: 0 };
function uploadContent() {
if (!htmlInCanvas || !contentDirty) return;
contentDirty = false;
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.texImage2D(
gl!.TEXTURE_2D,
0,
gl!.RGBA,
gl!.RGBA,
gl!.UNSIGNED_BYTE,
source,
);
}
function render() {
uploadContent();
gl!.useProgram(program);
gl!.activeTexture(gl!.TEXTURE0);
gl!.bindTexture(gl!.TEXTURE_2D, contentTexture);
gl!.uniform1i(uniforms.uContent, 0);
gl!.uniform2f(uniforms.uResolution, output.width, output.height);
const dpr = output.width / Math.max(output.clientWidth, 1);
gl!.uniform1f(uniforms.uPixelSize, Math.max(config.pixelSize, 1) * dpr);
gl!.uniform1f(uniforms.uLevels, Math.max(config.levels, 1));
gl!.uniform1f(uniforms.uRadius, Math.max(config.radius, 0.01));
gl!.uniform1f(uniforms.uSoftness, config.softness);
gl!.uniform2f(uniforms.uPointer, pointer.x, pointer.y);
gl!.uniform1f(uniforms.uActive, pointer.active);
gl!.uniform3f(
uniforms.uDark,
config.darkColor[0],
config.darkColor[1],
config.darkColor[2],
);
gl!.uniform3f(
uniforms.uLight,
config.lightColor[0],
config.lightColor[1],
config.lightColor[2],
);
gl!.uniform1f(uniforms.uColorize, config.colorize);
gl!.uniform1f(uniforms.uContrast, Math.max(config.contrast, 0));
gl!.uniform1f(uniforms.uBrightness, config.brightness);
gl!.uniform1f(uniforms.uStrength, config.strength);
gl!.uniform1f(uniforms.uBase, config.baseStrength);
gl!.uniform1f(uniforms.uInvert, config.invert);
gl!.uniform1f(uniforms.uScanlines, config.scanlines);
gl!.uniform1f(uniforms.uMaxX, contentMaxX);
gl!.bindFramebuffer(gl!.FRAMEBUFFER, null);
gl!.viewport(0, 0, output.width, output.height);
gl!.drawArrays(gl!.TRIANGLE_STRIP, 0, 4);
}
let raf = 0;
let lastTime = performance.now();
let destroyed = false;
let running = false;
let visible = true;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
let reducedMotion = motionQuery.matches;
function frame(now: number) {
if (destroyed) return;
if (!visible) {
running = false;
return;
}
const delta = Math.min((now - lastTime) / 1000, 1 / 30);
lastTime = now;
const ease = reducedMotion
? 1
: 1 - Math.exp(-delta * Math.max(config.followSpeed, 0.5));
pointer.x += (pointer.tx - pointer.x) * ease;
pointer.y += (pointer.ty - pointer.y) * ease;
pointer.active += (pointer.target - pointer.active) * ease;
render();
const settled =
Math.abs(pointer.tx - pointer.x) < 5e-4 &&
Math.abs(pointer.ty - pointer.y) < 5e-4 &&
Math.abs(pointer.target - pointer.active) < 1e-3;
if (settled && !contentDirty) {
pointer.x = pointer.tx;
pointer.y = pointer.ty;
pointer.active = pointer.target;
running = false;
return;
}
raf = requestAnimationFrame(frame);
}
function start() {
if (destroyed || running || !visible) return;
running = true;
lastTime = performance.now();
raf = requestAnimationFrame(frame);
}
wake = start;
start();
function onMotionChange() {
reducedMotion = motionQuery.matches;
start();
}
motionQuery.addEventListener("change", onMotionChange);
const observer = new ResizeObserver(() => {
syncCanvasSize();
start();
});
observer.observe(output);
observer.observe(content);
const intersection = new IntersectionObserver((entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (visible) start();
});
intersection.observe(output);
const listenTarget = output.parentElement ?? output;
function onPointerMove(event: PointerEvent) {
const rect = output.getBoundingClientRect();
pointer.tx = (event.clientX - rect.left) / Math.max(rect.width, 1);
pointer.ty = 1 - (event.clientY - rect.top) / Math.max(rect.height, 1);
pointer.target = 1;
start();
}
function onPointerLeave() {
pointer.target = 0;
start();
}
listenTarget.addEventListener("pointermove", onPointerMove);
listenTarget.addEventListener("pointerleave", onPointerLeave);
return {
setOptions(next) {
Object.assign(config, next);
start();
},
resize() {
syncCanvasSize();
start();
},
destroy() {
destroyed = true;
cancelAnimationFrame(raf);
observer.disconnect();
intersection.disconnect();
motionQuery.removeEventListener("change", onMotionChange);
listenTarget.removeEventListener("pointermove", onPointerMove);
listenTarget.removeEventListener("pointerleave", onPointerLeave);
gl!.deleteTexture(contentTexture);
gl!.deleteProgram(program);
gl!.deleteShader(vertexShader);
gl!.deleteShader(fragmentShader);
gl!.deleteBuffer(quad);
if (htmlInCanvas) paintable.onpaint = null;
},
};
}Canvas UI by DavidHDev — https://canvasui.dev/docs/components/retro-dither MIT + Commons Clause. Full staged extract (docs, API table, React/Vue/Svelte/ vanilla sources): raw/canvasui/retro-dither.md.
.claude/skills/design-vault/references/retro-dither.mdSurfaces & UI
The art of color depth
Live preview
How it works
Buttons that feel like real objects, glossy glass or brushed metal or a soft cushion. They look expensive and slow to make. They are neither. The depth is just layers stacked on one button: a gradient body, inset shadows for the bevel and glow, a brighter layer that fades in on hover, and a soft bar of light along the top. Below is one button built ten different ways, by technique, not by color. Switch and grab the CSS you want.
Code
/* The Art of Color Depth — button depth by technique, not by color.
*
* Six ways to give a flat button real depth. Each is a different METHOD; the
* colors are just variables you swap. Every recipe styles the same markup:
*
* <button class="depth-btn depth-<type>">
* <span class="depth-label">Get Started</span>
* </button>
*
* The depth never comes from one drop shadow. It is layers stacked on the same
* element: a base gradient (the body), inset shadows (the bevel and inner glow),
* a ::before that fades in on hover (the light turning on), and often a ::after
* highlight (the specular sheen). Copy the shared base plus the one type you want.
*/
/* ── shared base (same for every type) ─────────────────────────────────────── */
.depth-btn {
position: relative;
display: inline-flex;
align-items: center;
justify-content: center;
height: 44px;
padding: 0 22px;
border: none;
border-radius: 999px;
font: 500 15px/1 ui-sans-serif, system-ui, -apple-system, Segoe UI, Roboto, sans-serif;
letter-spacing: 0.01em;
color: #fff;
cursor: pointer;
isolation: isolate; /* keep the ::before/::after layers under the label */
overflow: hidden; /* clip every decoration layer to the pill */
-webkit-tap-highlight-color: transparent;
/* No scale/lift on the button itself — each material animates only its own
look (a glint, a glow) on hover/press, nothing generic. */
transition:
filter 0.2s ease,
box-shadow 0.2s ease;
}
.depth-label {
position: relative;
z-index: 2;
display: inline-flex;
align-items: center;
}
/* icon variant: a square button (same material, different silhouette) */
.depth-btn.depth-icon {
width: 44px;
padding: 0;
border-radius: 14px;
}
/* ── Toggle switch: the material is the TRACK; a solid knob slides on top ───── */
.depth-btn.depth-toggle {
width: 76px;
padding: 0;
cursor: pointer;
}
/* the knob — a smaller, textured circle that rides above the material and glides.
Texture: a soft top highlight + a faint bottom shade baked into the background,
plus a hairline rim, so it reads as a rounded physical dot, not a flat disc. */
.depth-knob {
position: absolute;
z-index: 3;
top: 7px;
left: 7px;
width: 30px;
height: 30px;
border-radius: 999px;
background:
radial-gradient(120% 120% at 50% 22%, rgba(255, 255, 255, var(--knob-hi, 0.55)), rgba(255, 255, 255, 0) 55%),
radial-gradient(120% 120% at 50% 100%, rgba(0, 0, 0, var(--knob-lo, 0.22)), rgba(0, 0, 0, 0) 55%),
var(--knob, #ffffff);
box-shadow:
0 1px 2px rgba(0, 0, 0, 0.35),
0 2px 5px rgba(0, 0, 0, 0.22),
inset 0 1px 1px rgba(255, 255, 255, var(--knob-hi, 0.5)),
inset 0 0 0 1px rgba(0, 0, 0, 0.06);
transition: transform 0.28s cubic-bezier(0.22, 1, 0.36, 1);
}
.depth-toggle[data-on="true"] .depth-knob {
transform: translateX(32px);
}
/* off state reads a little dimmer, so "on" is clearly the lit one */
.depth-toggle[data-on="false"] {
filter: saturate(0.6) brightness(0.94);
}
/* per-material knob colour: dark knob on the pale materials, white elsewhere.
Dark knobs get much softer texture (the highlight/shade would read as heavy
gloss on a near-black circle). */
.depth-inset,
.depth-satin,
.depth-metal,
.depth-glass {
--knob: #2a2f3a;
--knob-hi: 0.14;
--knob-lo: 0.08;
}
.depth-btn::before,
.depth-btn::after {
content: "";
position: absolute;
inset: 0;
border-radius: inherit;
z-index: 1;
pointer-events: none;
}
/* ::before defaults to visible now; materials that want it hidden set opacity:0
themselves. (No generic white sheen-fade on hover.) */
/* ── Glossy — a specular highlight bar over a gradient body ──────────────────
The classic app-button look. A bright-to-dark gradient body, faint inner rim
light, a dark inset at the bottom for weight, and a blurred white bar that
overhangs the top edge like studio lighting on plastic. */
.depth-glossy {
overflow: hidden; /* clip the highlight bar to the pill */
background: linear-gradient(180deg, #ffb347 0%, #e06c1f 100%);
box-shadow:
inset 0 -1px 4.1px 0.5px rgba(255, 224, 160, 0.55),
inset 0 0 4px 0 rgb(255, 234, 200),
inset 0 -36px 14.2px -28px rgba(180, 80, 20, 0.5),
0 3px 8px rgba(200, 96, 30, 0.35);
text-shadow: 0 1px 2px rgba(90, 40, 0, 0.5);
}
.depth-glossy::after {
content: "";
position: absolute;
left: 10px;
right: 10px;
top: -5px;
height: 28px;
border-radius: 500px;
background: linear-gradient(to top, rgba(255, 255, 255, 0), #fff);
filter: blur(1px);
opacity: 0.7;
transition: opacity 0.3s ease, top 0.3s ease;
z-index: 1;
}
.depth-glossy:hover::after {
opacity: 0.9;
top: -3px;
}
/* ── Glow — a solid body lit from inside, hover turns the light up ───────────
No specular. The depth is an internal glow: a dark-to-bright gradient with
inset color glows, and a ::before that swaps to a brighter gradient with crisp
light along the lower inner edge — the button appears to power on. */
.depth-glow {
color: #fdeaff;
text-shadow: 0 1px 2px rgba(40, 0, 48, 0.55);
background: linear-gradient(180deg, #2a0a45 0%, #a01fd0 100%);
box-shadow:
inset 0 -1.5px 2px 0 #d67bff,
inset 0 0 10px 0 #b01ffb,
inset 0 0 8px 0 #b01ffb,
0 2px 6px rgba(140, 20, 200, 0.35);
}
/* the brighter "light on" layer: hidden at rest, fades in on hover */
.depth-glow::before {
opacity: 0;
transition: opacity 0.2s ease;
background: linear-gradient(180deg, #45108a 9%, #c31ffb 100%);
box-shadow:
inset 0 -0.5px 1px 0 #ff8cf0,
inset 0 -1px 3px 0 #ff8cf0,
inset 0 -1.5px 5px 0 #ff9ce8,
inset 0 0 12px 0 #d155ff,
inset 0 0 10px 0 #d155ff;
}
.depth-glow:hover::before {
opacity: 1;
}
/* ── Metal — brushed surface with a bevel and a sheen that follows the cursor ─
A cool vertical gradient with a bright top bevel and dark bottom bevel, a
faint vertical "brushing", and a diagonal specular streak (::after) whose
position tracks --pointer-x (a driver updates it while hovering; it rests in
the centre). The glint slides to wherever the light "hits" as you move. */
.depth-metal {
--pointer-x: 50%; /* driven by JS on hover; falls back to centre */
color: #1c2230;
text-shadow: 0 1px 0 rgba(255, 255, 255, 0.55);
overflow: hidden;
background:
repeating-linear-gradient(
90deg,
rgba(255, 255, 255, 0.05) 0px,
rgba(0, 0, 0, 0.04) 1px,
rgba(255, 255, 255, 0.05) 2px
),
linear-gradient(180deg, #f4f6f9 0%, #c3cad6 48%, #aab2c0 52%, #d3d9e2 100%);
box-shadow:
inset 0 1px 0 0 rgba(255, 255, 255, 0.9),
inset 0 -1px 1px 0 rgba(30, 38, 56, 0.35),
inset 0 0 0 1px rgba(255, 255, 255, 0.25),
0 3px 8px rgba(30, 38, 56, 0.28);
}
/* the moving glint: a soft band positioned at the cursor's x (smoothed in CSS) */
.depth-metal::after {
opacity: 0.85;
background: radial-gradient(
120% 140% at var(--pointer-x, 50%) -20%,
rgba(255, 255, 255, 0.85) 0%,
rgba(255, 255, 255, 0.25) 18%,
rgba(255, 255, 255, 0) 42%
);
transition: opacity 0.3s ease, background 0.12s linear;
}
.depth-metal:hover::after {
opacity: 1;
}
/* ── Layered — depth from soft translucent overlays over any fill ────────────
No baked colours: a translucent black base plus faint layers, so it adds depth
to a button of ANY fill. Kept smooth — one gentle top→bottom dome on the body,
a soft top sheen (::before, fades on press), and a clean even hairline rim
(::after). Nothing heavy or uneven. */
.depth-layered {
overflow: hidden;
/* One smooth translucent body — no heavy center-shade. A single gentle
top-to-bottom lightening does the doming, so it reads clean over any fill. */
background:
linear-gradient(
180deg,
rgba(255, 255, 255, 0.1) 0%,
rgba(255, 255, 255, 0) 40%,
rgba(0, 0, 0, 0.12) 100%
),
rgba(0, 0, 0, 0.55);
}
/* layer 1 — a soft top sheen (fades in on hover, off on press) */
.depth-layered::before {
opacity: 0.1;
background: linear-gradient(180deg, #fff 0%, rgba(255, 255, 255, 0) 60%);
transition: opacity 0.2s ease;
}
.depth-layered:hover::before {
opacity: 0.15;
}
.depth-layered:active::before {
opacity: 0;
transition-duration: 0.05s;
}
/* layer 2 — a clean, even hairline rim (soft, not the uneven white/grey band) */
.depth-layered::after {
opacity: 1;
box-shadow:
inset 0 0 0 1px rgba(255, 255, 255, 0.16),
inset 0 1px 0 0 rgba(255, 255, 255, 0.14);
}
/* ── Inset — carved INTO the surface (the only recessed one) ─────────────────
Unlike every other type (which sit ON the page), this one reads as a hole cut
into it. The trick: the fill is NEARLY the page colour, so it looks like the
same surface pushed inward — then a hard dark shadow along the TOP inner edge
(the near wall the light can't reach) and a bright highlight along the BOTTOM
inner edge + a 1px light lip just BELOW the button (the far rim catching light).
No outer drop shadow (recessed things don't float). Tuned for a light page. */
.depth-inset {
color: #5b6473;
text-shadow: 0 1px 0 rgba(255, 255, 255, 0.7);
background: linear-gradient(180deg, #dfe3ea 0%, #eef1f6 100%);
box-shadow:
inset 0 3px 4px -1px rgba(60, 70, 90, 0.5),
inset 0 6px 10px -6px rgba(60, 70, 90, 0.45),
inset 0 -2px 2px -1px rgba(255, 255, 255, 0.95),
inset 0 0 0 1px rgba(60, 70, 90, 0.12),
0 1px 0 0 rgba(255, 255, 255, 0.9); /* the lit far lip below the cut */
}
.depth-inset:hover {
transform: none; /* recessed things don't lift */
box-shadow:
inset 0 4px 6px -1px rgba(60, 70, 90, 0.58),
inset 0 8px 12px -6px rgba(60, 70, 90, 0.5),
inset 0 -2px 2px -1px rgba(255, 255, 255, 1),
inset 0 0 0 1px rgba(60, 70, 90, 0.16),
0 1px 0 0 rgba(255, 255, 255, 0.9);
}
.depth-inset:active {
/* press flattens the depth — the cut shallows */
box-shadow:
inset 0 1px 2px 0 rgba(60, 70, 90, 0.4),
inset 0 0 0 1px rgba(60, 70, 90, 0.12);
}
/* ── Glass — real refraction through an SVG displacement filter ──────────────
The background is bent through the button, not just blurred. A tiny SVG filter
(feImage of a red/blue gradient map -> three per-channel feDisplacementMaps ->
blended) refracts what is behind it, then we stack glass highlights on top: a
gradient border ring (::before), an inner diagonal shine (::after), a top edge
light line, and a layered outer glow. Needs the <svg id="liquid-glass-filter">
present in the document (see color-depth.html). Put it over something colorful.
Falls back to a plain blur where url() backdrop filters aren't supported. */
.depth-glass {
/* white text reads on the (often busy/photo) background behind the glass */
color: #ffffff;
text-shadow: 0 1px 3px rgba(0, 0, 0, 0.45);
background: linear-gradient(
135deg,
rgba(255, 255, 255, 0.12) 0%,
rgba(255, 255, 255, 0.05) 50%,
rgba(255, 255, 255, 0.12) 100%
);
-webkit-backdrop-filter: blur(2px) saturate(1.5) brightness(1.05);
backdrop-filter: blur(2px) saturate(1.5) brightness(1.05);
box-shadow:
0 8px 32px rgba(31, 38, 135, 0.15),
inset 0 0 0 1px rgba(255, 255, 255, 0.18),
0 4px 24px rgba(0, 0, 0, 0.06),
inset 0 1px 1px rgba(255, 255, 255, 0.4);
}
@supports (backdrop-filter: url(#liquid-glass-filter)) or
(-webkit-backdrop-filter: url(#liquid-glass-filter)) {
.depth-glass {
-webkit-backdrop-filter: url(#liquid-glass-filter) saturate(1.5) brightness(1.05);
backdrop-filter: url(#liquid-glass-filter) saturate(1.5) brightness(1.05);
}
}
.depth-glass::before {
opacity: 1;
padding: 1px;
background: linear-gradient(
180deg,
rgba(255, 255, 255, 0.5) 0%,
rgba(255, 255, 255, 0.1) 45%,
transparent 100%
);
-webkit-mask:
linear-gradient(#fff 0 0) content-box,
linear-gradient(#fff 0 0);
-webkit-mask-composite: xor;
mask-composite: exclude;
}
.depth-glass::after {
opacity: 0.8;
inset: 2px;
border-radius: inherit;
background:
linear-gradient(to right, transparent 10%, rgba(255, 255, 255, 0.6) 50%, transparent 90%)
top / 100% 1px no-repeat,
linear-gradient(135deg, rgba(255, 255, 255, 0.3) 0%, transparent 50%, rgba(255, 255, 255, 0.05) 100%);
}
.depth-glass:hover {
box-shadow:
0 12px 40px rgba(31, 38, 135, 0.2),
inset 0 0 0 1px rgba(255, 255, 255, 0.25),
0 6px 30px rgba(0, 0, 0, 0.08),
inset 0 2px 2px rgba(255, 255, 255, 0.5);
}
/* ── Foil — iridescent metal that reacts to the cursor ───────────────────────
The richest one: a silver metal base with a holographic rainbow that shifts,
soft coloured "film" blobs, a pearly sheen, a moving shine band and a glare
dot at the cursor. Built from stacked CHILD layers (not just pseudo-elements)
because it needs five. A tiny JS driver feeds --pointer-x/y, --glare-x/y,
--foil-shift and --shine-angle while hovering; without JS it still shows a
handsome static foil. Markup:
<button class="depth-btn depth-foil">
<span class="depth-foil-l depth-foil-base"></span>
<span class="depth-foil-l depth-foil-film"></span>
<span class="depth-foil-l depth-foil-pearl"></span>
<span class="depth-label">Get Started</span>
<span class="depth-foil-l depth-foil-shine"></span>
<span class="depth-foil-l depth-foil-glare"></span>
</button> */
.depth-foil {
--foil-shift: 0%;
--glare-x: 50%;
--glare-y: 50%;
--pointer-x: 50%;
--pointer-y: 50%;
--shine-angle: 135deg;
color: #14202e;
text-shadow: 0 1px 0 rgba(255, 255, 255, 0.5);
overflow: hidden;
background: linear-gradient(135deg, #eee 0%, #dcdcdc 40%, #c9c9c9 72%, #e8e8e8 100%);
box-shadow:
inset 0 0 0 1px rgba(255, 255, 255, 0.5),
inset 0 1px 1px rgba(255, 255, 255, 0.7),
inset 0 -2px 4px rgba(60, 70, 90, 0.3),
0 3px 10px rgba(30, 38, 56, 0.3);
}
.depth-foil-l {
position: absolute;
inset: -48%;
z-index: 1;
background-repeat: no-repeat;
pointer-events: none;
}
/* the rainbow band over silver — visible at rest, and it drifts on its own so
the foil shimmers without the cursor. The JS driver nudges --foil-shift on
hover, which composes on top of the ambient drift via translateX. */
.depth-foil-base {
background: linear-gradient(
112deg,
transparent 22%,
rgba(0, 220, 255, 0.4) 30%,
rgba(80, 255, 190, 0.34) 36%,
rgba(190, 255, 80, 0.26) 41%,
rgba(255, 230, 70, 0.24) 47%,
rgba(255, 70, 180, 0.36) 55%,
rgba(150, 90, 255, 0.36) 63%,
rgba(60, 120, 255, 0.3) 70%,
transparent 80%
);
background-size: 240% 100%;
filter: saturate(1.3) contrast(1.25);
/* Ambient drift ONLY (background-position). The pointer does NOT move this
layer — that's what made it jump/lose state on hover. The rainbow just
glides on its own; the cursor drives the highlight layers below instead. */
animation: depth-foil-drift 7s ease-in-out infinite alternate;
}
/* soft coloured film blobs — also visible at rest, gently breathing */
.depth-foil-film {
background:
radial-gradient(ellipse at 20% 30%, rgba(255, 70, 180, 0.34) 0%, transparent 48%),
radial-gradient(ellipse at 70% 20%, rgba(0, 220, 255, 0.34) 0%, transparent 52%),
radial-gradient(ellipse at 78% 74%, rgba(80, 255, 190, 0.34) 0%, transparent 56%);
background-size: 150% 150%, 160% 160%, 145% 145%;
filter: blur(0.4px) saturate(1.4);
mix-blend-mode: screen;
opacity: 0.7;
animation: depth-foil-drift 9s ease-in-out infinite alternate-reverse;
}
@keyframes depth-foil-drift {
from {
background-position: 0% center;
}
to {
background-position: 100% center;
}
}
@media (prefers-reduced-motion: reduce) {
.depth-foil-base,
.depth-foil-film {
animation: none;
}
}
/* pearly sheen — a soft moving highlight that tracks the cursor smoothly */
.depth-foil-pearl {
z-index: 2;
inset: 0; /* keep it on-box so its position math is stable, no jump */
background: radial-gradient(
120% 120% at var(--glare-x, 50%) var(--glare-y, 50%),
rgba(230, 238, 245, 0.6) 0%,
rgba(205, 217, 226, 0.2) 26%,
transparent 58%
);
mix-blend-mode: soft-light;
opacity: 0.95;
transition: background 0.12s linear; /* smooth the cursor tracking */
}
/* the travelling shine band, angled by the cursor */
.depth-foil-shine {
z-index: 4;
inset: 0;
background: linear-gradient(
var(--shine-angle, 120deg),
transparent 30%,
rgba(226, 235, 242, 0.5) 48%,
rgba(0, 124, 255, 0.1) 58%,
rgba(255, 0, 147, 0.1) 66%,
transparent 82%
);
background-size: 200% 100%;
background-position: calc(var(--pointer-x, 50%)) center;
filter: blur(0.25px);
mix-blend-mode: screen;
opacity: 0.6;
transition: background-position 0.12s linear;
}
/* a bright glare dot right under the cursor */
.depth-foil-glare {
z-index: 5;
inset: 0;
background: radial-gradient(
circle at var(--glare-x, 50%) var(--glare-y, 50%),
rgba(230, 238, 245, 0.55) 0%,
rgba(205, 218, 228, 0.16) 10%,
transparent 38%
);
mix-blend-mode: screen;
opacity: 0.5;
transition: background 0.12s linear;
}
@media (prefers-reduced-motion: reduce) {
.depth-foil-l {
transition: none;
}
}
/* ── Neon — a crisp lit outline (a clean line, not a bloom) ──────────────────
Restrained on purpose: the depth is one precise bright RING drawn as a solid
line, with only a whisper of glow so it reads as a lit tube, not a shadow
storm. A very slight inner tint from the bottom grounds the body. Hover firms
the line and adds the faintest bloom. Refined, "in line", not shadowy. */
.depth-neon {
--neon: #35f0ff;
color: #eafeff;
background:
linear-gradient(180deg, rgba(53, 240, 255, 0) 55%, color-mix(in srgb, var(--neon) 12%, transparent) 100%),
#0b1016;
text-shadow: 0 0 5px color-mix(in srgb, var(--neon) 55%, transparent);
}
/* the ring: a clean 1px line with only the faintest inner glow — no outer bloom */
.depth-neon::before {
opacity: 1;
box-shadow:
inset 0 0 0 1px var(--neon),
inset 0 0 2px 0 color-mix(in srgb, var(--neon) 45%, transparent);
transition: box-shadow 0.25s ease;
}
.depth-neon:hover::before {
box-shadow:
inset 0 0 0 1px color-mix(in srgb, var(--neon) 55%, #fff),
inset 0 0 4px 0 color-mix(in srgb, var(--neon) 60%, transparent),
0 0 4px -2px color-mix(in srgb, var(--neon) 50%, transparent);
}
/* ── Duotone — a hard-bevel extruded key (crisp, not soft) ───────────────────
No blur in the depth: a bright top FACE gradient, then a solid darker "side"
under it built from stacked 1px box-shadows (the extrusion), so it looks like
a chunky moulded plastic key. Pressing pushes it down onto its own side. */
.depth-duotone {
background: linear-gradient(180deg, #ff8a4b 0%, #f2612f 100%);
color: #fff;
text-shadow: 0 1px 0 rgba(140, 50, 10, 0.6);
box-shadow:
inset 0 1px 0 rgba(255, 220, 190, 0.9),
/* the extruded side: stacked hard shadows in the darker tone */
0 1px 0 #c9481c,
0 2px 0 #c9481c,
0 3px 0 #b23f18,
0 4px 0 #b23f18,
0 5px 0 #9c3714,
0 6px 0 #9c3714,
0 8px 8px rgba(120, 40, 10, 0.35);
transition:
transform 0.12s cubic-bezier(0.22, 1, 0.36, 1),
box-shadow 0.12s ease;
}
.depth-duotone:hover {
transform: translateY(-1px);
}
.depth-duotone:active {
/* slam down onto the extrusion */
transform: translateY(5px);
box-shadow:
inset 0 1px 0 rgba(255, 220, 190, 0.9),
0 1px 0 #b23f18,
0 2px 4px rgba(120, 40, 10, 0.35);
}
/* ── Satin — a single flat colour with the softest possible dome ─────────────
Deliberately the OPPOSITE of Glossy: no gradient body, no specular, no top
light bar. One solid pastel, and the only depth is a very soft radial vignette
baked into the background (brighter centre, a hair darker at the rim) plus a
whisper-thin inner ring. Nothing hard anywhere — pure smooth matte. */
.depth-satin {
color: #6a4a86;
text-shadow: 0 1px 1px rgba(255, 255, 255, 0.6);
background:
radial-gradient(
120% 140% at 50% 38%,
rgba(255, 255, 255, 0.5) 0%,
rgba(255, 255, 255, 0) 55%
),
radial-gradient(
130% 130% at 50% 100%,
rgba(150, 120, 200, 0.22) 0%,
rgba(150, 120, 200, 0) 60%
),
#e7dcfb;
box-shadow:
inset 0 0 0 1px rgba(255, 255, 255, 0.45),
0 6px 18px -6px rgba(160, 130, 210, 0.4);
transition:
filter 0.25s ease,
transform 0.2s cubic-bezier(0.22, 1, 0.36, 1);
}
.depth-satin:hover {
filter: brightness(1.03);
}
.depth-satin:active {
box-shadow:
inset 0 2px 6px 0 rgba(150, 120, 200, 0.4),
inset 0 0 0 1px rgba(255, 255, 255, 0.4);
}<!-- The Art of Color Depth — markup for the ten button materials + three shapes.
Load color-depth.css, then use `depth-btn` plus one material class. The markup
is identical for every material; only the second class changes.
Pure CSS gets you every static look. Two things want the small companion
script (color-depth.js): the cursor-reactive materials (Metal, Foil) and the
toggle's slide. Glass also needs the SVG filter at the bottom, once. -->
<link rel="stylesheet" href="color-depth.css" />
<!-- the ten materials, on the default label pill -->
<button class="depth-btn depth-glossy"><span class="depth-label">Get Started</span></button>
<button class="depth-btn depth-glow"><span class="depth-label">Get Started</span></button>
<button class="depth-btn depth-metal"><span class="depth-label">Get Started</span></button>
<button class="depth-btn depth-layered"><span class="depth-label">Get Started</span></button>
<button class="depth-btn depth-inset"><span class="depth-label">Get Started</span></button>
<button class="depth-btn depth-glass"><span class="depth-label">Get Started</span></button>
<button class="depth-btn depth-neon"><span class="depth-label">Get Started</span></button>
<button class="depth-btn depth-duotone"><span class="depth-label">Get Started</span></button>
<button class="depth-btn depth-satin"><span class="depth-label">Get Started</span></button>
<!-- Foil needs its five stacked layers around the label. Without the script it
is still a handsome static holographic silver; with it, it tracks the cursor. -->
<button class="depth-btn depth-foil">
<span aria-hidden class="depth-foil-l depth-foil-base"></span>
<span aria-hidden class="depth-foil-l depth-foil-film"></span>
<span aria-hidden class="depth-foil-l depth-foil-pearl"></span>
<span class="depth-label">Get Started</span>
<span aria-hidden class="depth-foil-l depth-foil-shine"></span>
<span aria-hidden class="depth-foil-l depth-foil-glare"></span>
</button>
<!-- other shapes, same material class. Icon button (a square) -->
<button class="depth-btn depth-icon depth-glossy" aria-label="Go">
<span class="depth-label">
<svg width="18" height="18" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.2" stroke-linecap="round" stroke-linejoin="round"><path d="M5 12h14"/><path d="m13 6 6 6-6 6"/></svg>
</span>
</button>
<!-- Toggle switch: material on the track, a sliding knob on top. The script flips
data-on on click; start it on or off with the attribute. -->
<button class="depth-btn depth-toggle depth-glossy" role="switch" data-on="true" aria-label="Toggle">
<span aria-hidden class="depth-knob"></span>
</button>
<!-- Glass refraction filter. Keep it once in the page (it can be visually
hidden). The .depth-glass rule points at it via backdrop-filter: url(#…). -->
<svg width="0" height="0" style="position:absolute" aria-hidden="true">
<defs>
<filter id="liquid-glass-filter" color-interpolation-filters="sRGB">
<!-- map: neutral-grey centre (no shift) ramping to colour only at the rim,
so glass bends the view at its edges and passes the centre through. -->
<feImage x="0" y="0" width="100%" height="100%"
href="data:image/svg+xml,%3Csvg%20viewBox%3D%270%200%20200%2080%27%20xmlns%3D%27http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%27%3E%3Cdefs%3E%3ClinearGradient%20id%3D%27r%27%20x2%3D%27100%25%27%3E%3Cstop%20stop-color%3D%27%23f00%27%2F%3E%3Cstop%20offset%3D%2750%25%27%20stop-color%3D%27%23808080%27%2F%3E%3Cstop%20offset%3D%27100%25%27%20stop-color%3D%27%230f0%27%2F%3E%3C%2FlinearGradient%3E%3ClinearGradient%20id%3D%27b%27%20y2%3D%27100%25%27%3E%3Cstop%20stop-color%3D%27%2300f%27%2F%3E%3Cstop%20offset%3D%2750%25%27%20stop-color%3D%27%23808080%27%2F%3E%3Cstop%20offset%3D%27100%25%27%20stop-color%3D%27%23ff0%27%2F%3E%3C%2FlinearGradient%3E%3C%2Fdefs%3E%3Crect%20width%3D%27200%27%20height%3D%2780%27%20rx%3D%2740%27%20fill%3D%27url%28%23r%29%27%2F%3E%3Crect%20width%3D%27200%27%20height%3D%2780%27%20rx%3D%2740%27%20fill%3D%27url%28%23b%29%27%20style%3D%27mix-blend-mode%3Aoverlay%27%2F%3E%3Crect%20x%3D%2714%27%20y%3D%2714%27%20width%3D%27172%27%20height%3D%2752%27%20rx%3D%2726%27%20fill%3D%27%23808080%27%20style%3D%27filter%3Ablur%2814px%29%27%2F%3E%3C%2Fsvg%3E"
result="map" />
<feDisplacementMap in="SourceGraphic" in2="map" scale="-14" xChannelSelector="R" yChannelSelector="G" result="dispRed" />
<feColorMatrix in="dispRed" type="matrix" values="1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0" result="red" />
<feDisplacementMap in="SourceGraphic" in2="map" scale="-13" xChannelSelector="R" yChannelSelector="G" result="dispGreen" />
<feColorMatrix in="dispGreen" type="matrix" values="0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 1 0" result="green" />
<feDisplacementMap in="SourceGraphic" in2="map" scale="-12" xChannelSelector="R" yChannelSelector="G" result="dispBlue" />
<feColorMatrix in="dispBlue" type="matrix" values="0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 1 0" result="blue" />
<feBlend in="red" in2="green" mode="screen" result="rg" />
<feBlend in="rg" in2="blue" mode="screen" result="output" />
<feGaussianBlur in="output" stdDeviation="0.4" />
</filter>
</defs>
</svg>
<!-- optional: cursor-reactive materials + the toggle slide. Static without it. -->
<script src="color-depth.js"></script>// Optional behaviour for the color-depth buttons. Pure CSS gets you every static
// look; this adds the two interactive bits:
// 1. the cursor-reactive materials (Metal's glint, Foil's sheen) follow the
// pointer — it writes --pointer-x/y, --glare-x/y and --shine-angle on the
// element; the smoothing lives in the CSS transitions, not here.
// 2. the toggle switch flips its `data-on` on click so the knob slides.
//
// Drop it in and call `initColorDepth()` once (or let it auto-run on load). It is
// framework-free and safe to run again after adding more buttons.
function initColorDepth(root = document) {
const reduce = matchMedia("(prefers-reduced-motion: reduce)").matches;
// cursor-reactive materials
if (!reduce) {
root.querySelectorAll(".depth-metal, .depth-foil").forEach((el) => {
if (el.dataset.depthBound) return;
el.dataset.depthBound = "1";
let raf = 0;
let px = 0.5;
let py = 0.5;
const write = () => {
raf = 0;
const s = el.style;
s.setProperty("--pointer-x", (px * 100).toFixed(1) + "%");
s.setProperty("--pointer-y", (py * 100).toFixed(1) + "%");
s.setProperty("--glare-x", (px * 100).toFixed(1) + "%");
s.setProperty("--glare-y", (py * 100).toFixed(1) + "%");
s.setProperty("--shine-angle", (110 + (px - 0.5) * 50).toFixed(1) + "deg");
};
const schedule = () => {
if (!raf) raf = requestAnimationFrame(write);
};
el.addEventListener(
"pointermove",
(e) => {
const r = el.getBoundingClientRect();
if (r.width && r.height) {
px = Math.min(1, Math.max(0, (e.clientX - r.left) / r.width));
py = Math.min(1, Math.max(0, (e.clientY - r.top) / r.height));
}
schedule();
},
{ passive: true },
);
el.addEventListener("pointerleave", () => {
px = 0.5;
py = 0.5;
schedule();
});
});
}
// toggle switches: flip data-on on click (the CSS slides the knob)
root.querySelectorAll(".depth-toggle").forEach((el) => {
if (el.dataset.depthToggleBound) return;
el.dataset.depthToggleBound = "1";
if (!el.hasAttribute("data-on")) el.setAttribute("data-on", "true");
el.addEventListener("click", () => {
el.setAttribute("data-on", el.getAttribute("data-on") === "true" ? "false" : "true");
});
});
}
if (typeof document !== "undefined") {
if (document.readyState === "loading") {
document.addEventListener("DOMContentLoaded", () => initColorDepth());
} else {
initColorDepth();
}
}---
name: skeuomorphic-button-depth
description: >-
Give any button, control, or surface real physical depth in CSS — glossy,
metal, glass, matte, neon, recessed, and more — in any colour or mode, not just
dark. Use whenever a button/pill/icon/toggle/card should read as a tactile
object instead of a flat rectangle. Teaches the layering method (so you can
build any material on any shape) plus ten ready techniques.
---
# Skeuomorphic button depth
Depth is never one drop shadow. It is many faint layers stacked on the same
element, each faking one part of how light meets a real surface: the body, the
bevel, the inner glow, the reflection. Learn the layers and you can dress any
button in any material — this works in light, dark, or full-colour palettes; the
colours are variables, the method is fixed.
## The one rule everything obeys
Pick a single light direction and commit every layer to it. By default the light
is from the **top**: bright edge on top, dark edge on the bottom, on every
element in the group. The moment two controls disagree about where the light is,
the illusion breaks. Flip the direction only on purpose (a pressed or recessed
control, below).
The surface also has to sit apart from what's behind it — a raised button needs a
background a step darker or lighter than itself, or its lift shadow has nothing to
lift off.
## The layer recipe
Build any material from the same four layers, outermost first:
1. **Body** — usually a top-to-bottom gradient, lighter at the top so the face
reads as lit from above. `background: linear-gradient(180deg, <light>, <dark>)`.
A flat fill is fine for matte materials; the doming then comes from step 2.
2. **Inset shadows** — the bevel and inner light, all `box-shadow` with `inset`:
- a bright inset at the **top** = the lit bevel edge,
- a dark inset at the **bottom** = weight and thickness,
- broad soft inner glows = a domed, internally-lit face,
- a hairline `inset 0 0 0 1px` = a crisp rim that catches light.
3. **Hover layer (`::before`)** — a second, brighter version of the body/insets
that fades in on hover: "the light turning on." Keep the label above it with
`isolation: isolate` (or a `z-index` on the text).
4. **Specular (`::after`)** — a soft bright bar or blob near the top edge
(`linear-gradient` white → transparent, a touch of `blur`, low opacity): the
reflection on glossy plastic or glass. Move or brighten it on hover for life.
Not every material uses all four — matte uses 1–2, neon leans on the rim, glass
adds real `backdrop-filter`. Add only the layers the material needs.
## Raised vs recessed
Two opposite reads, same toolkit, mirrored:
- **Raised** (sits on the page): bright inset on top, dark inset on the bottom,
and an outer drop shadow to lift it off the background.
- **Recessed** (carved into the page): flip it — a dark inset on top (the near
wall in shadow), a bright inset on the bottom (the far wall catching light),
and **no** outer shadow. Make the fill close to the page colour so it looks
like the same surface pushed inward, not a separate dark chip.
On press, a raised control should briefly become recessed (swap the outer lift
for inner shadows, ~50ms), so it visibly pushes in.
## Build order (for compound controls)
For anything with parts — a toggle, a segmented control, a stepper — layer from
the outside in, and don't skip a level:
1. the surface behind it (a step darker/lighter than the control),
2. the raised shell / track (the material lives here),
3. any recessed zones inside it (a track well, an active-segment notch),
4. the raised moving parts (a knob, a thumb) — same material as the shell unless
you want deliberate contrast,
5. the readout on top (label, value, icon).
Put the material on the **container**, not each cell, so a compound control reads
as one carved piece.
## Rules
1. **One element, many layers.** Use `::before`/`::after` for the glow and sheen,
not extra DOM. `isolation: isolate` keeps the label on top.
2. **Commit to the light direction** (see above). No element disagrees.
3. **Tint the layers toward the material**, don't just add black/white — cyan
inside a blue glass, warm white inside a warm gel.
4. **Press = invert.** `:active` swaps lift for inner shadow (or collapses the
sheen). Short transition (~50ms).
5. **Motion is subtle.** The material sells the depth; a hover doesn't need a big
lift or scale. A moving highlight beats a moving button.
6. **Respect reduced motion.** Guard transforms/animations with
`@media (prefers-reduced-motion: reduce)`.
7. **Stay compact.** Real controls are dense: tight padding, ~13–15px labels,
restrained icons. Reach for smaller spacing before bigger type.
## Anti-patterns
- A flat block with a single soft shadow and no inset layers.
- Light coming from different directions on neighbouring controls.
- Glow so bright it erases the form underneath.
- A "recessed" control whose shadows are oriented like a raised one (it pops out).
- A raised control on a background lighter/brighter than itself (nothing to lift
from).
- One shared inset behind several buttons when each wants its own well.
## Any shape, any palette
The same `depth-btn` base + one material class works on more than a text pill.
This entry ships the label pill, a square **icon** button (`.depth-icon`), and a
**toggle** switch (the material on the track, a sliding knob on top) — and the
method extends to steppers, cards, inputs, or any control you need. Colour is a
value you swap: retint the gradient stops and inset colours and the same material
becomes a new theme.
## Types
Ten techniques, named by method (colour is just a value you swap). Same markup,
one class swap:
- **Glossy** (`depth-glossy`) — a specular highlight bar over a gradient body.
- **Glow** (`depth-glow`) — a solid body lit from inside; hover turns it up.
- **Metal** (`depth-metal`) — a brushed bevel with a glint that follows the cursor.
- **Foil** (`depth-foil`) — iridescent holographic metal; five stacked light layers
that shift and glare under the cursor (needs its child layers + a tiny pointer
driver for --pointer-x/y, --glare-x/y, --shine-angle).
- **Layered** (`depth-layered`) — soft translucent overlays over any fill.
- **Inset** (`depth-inset`) — recessed into the surface; the bevel is flipped.
- **Glass** (`depth-glass`) — subtle refraction through an SVG displacement filter.
- **Neon** (`depth-neon`) — a crisp lit outline; a clean ring, not a bloom.
- **Duotone** (`depth-duotone`) — a hard-bevel extruded key from stacked shadows.
- **Satin** (`depth-satin`) — a soft smooth pastel; diffuse light, no gloss or grain.
## Drop-in CSS
A complete `color-depth.css` implementing all ten is the companion to this skill.
Markup is always the same; only the second class changes:- Company: Study
- Date: Jul 2, 2026
- Tags: CSS, Skeuomorphism, Buttons
.claude/skills/design-vault/references/color-depth.md · distilled recipe: references/color-depth-skill.mdSurfaces & UI
Liquid Glass
Live preview
How it works
A faithful WebGL2 port of iyinchao/liquid-glass-studio — a web recreation of Apple's Liquid Glass material. A fixed circle and a rounded-superellipse blob are combined as metaballs (a smooth-minimum of two SDFs), and the merged shape acts as a lens over a background: it refracts the blurred backdrop, splits it with chromatic dispersion, adds a Fresnel rim and an angular glare highlight computed in LCH colour space. In the preview the blob springs toward the pointer and, when idle, auto-travels a Lissajous path so it animates on its own.
How it works.
- Shape (SDF metaballs).
mainSDFcombines a circle (sdCircle) and a rounded rectangle whose corners are a superellipse (roundedRectSDF→superellipseCornerSDF, exponent = Roundness). The two are blended withsmin(d1, d2, mergeRate), so as the blob nears the circle they fuse like liquid metal. - Refraction. The signed distance inside the shape is read as depth. From the normalised depth an incidence angle is derived, then Snell's law (
safeAsin(sin θᵢ / refFactor)) gives a refraction angle;edgeFactor = -tan(θ_t - θᵢ)bends the background lookup most at the rim (thickness = Thickness, index = Factor). The surface normal comes from central differences of the SDF (getNormal, usingdFdx/dFdy). - Dispersion.
getTextureDispersionsamples the background three times, offsetting R/G/B by slightly different amounts (N_R=0.98, N_G=1.0, N_B=1.02, scaled by Dispersion) so glass edges fringe cyan/red — real lens chromatic aberration. - Fresnel & glare. A Fresnel factor (
pow(1 + depthTerm·(500/Range)² + Hardness, 5)) brightens the rim; the glare picks an angle from the normal (offset by Glare Angle), builds an angular lobe, and adds lightness/chroma to the pixel in LCH (SRGB_TO_LCH→ boost L & C →LCH_TO_SRGB) so the highlight stays perceptually clean. - Pipeline. Four passes (mirrors
src/App.tsx): background → vertical Gaussian blur → horizontal Gaussian blur → main composite (which reads the sharpu_bgand the blurredu_blurredBg). Blur weights are a separable Gaussian kernel sized by Blur radius.
Debug steps. STEP (0–9) reveals intermediate stages — SDF field, iso-lines, normal map, refraction edge factor, plain blurred bg, and the full composite (9). The preview exposes it as Show step.
Controls: Refraction (Thickness, Factor, Dispersion) · Fresnel (Range, Hardness, Factor) · Glare (Range, Hardness, Factor, Convergence, Opposite, Angle) · Shape (Width, Height, Radius, Roundness, Merge, Show circle) · Blur radius / Blur edge · Tint (+ amount) · Show step.
Code
#version 300 es
precision highp float;
#define PI (3.14159265359)
const float N_R = 1.0 - 0.02; // per-channel refraction indices → dispersion
const float N_G = 1.0;
const float N_B = 1.0 + 0.02;
// … uniforms (u_bg, u_blurredBg, u_mouseSpring, u_refThickness, u_refFactor,
// u_refDispersion, u_refFresnel*, u_glare*, u_tint, u_shape*, STEP …) …
#include './lib/sdf.glsl'
#include './lib/math.glsl'
vec2 getNormal(vec2 p1, vec2 p2, vec2 p) {
vec2 h = vec2(max(abs(dFdx(p.x)), 0.0001), max(abs(dFdy(p.y)), 0.0001));
vec2 grad = vec2(
mainSDF(p1, p2, p + vec2(h.x, 0.0)) - mainSDF(p1, p2, p - vec2(h.x, 0.0)),
mainSDF(p1, p2, p + vec2(0.0, h.y)) - mainSDF(p1, p2, p - vec2(0.0, h.y))
) / (2.0 * h);
return grad * 1.414213562 * 1000.0;
}
#include './lib/color.glsl'
vec4 getTextureDispersion(sampler2D tex1, sampler2D tex2, float mixRate, vec2 offset, float factor) {
vec4 pixel = vec4(1.0);
float bgR = texture(tex1, v_uv + offset * (1.0 - (N_R - 1.0) * factor)).r;
float bgG = texture(tex1, v_uv + offset * (1.0 - (N_G - 1.0) * factor)).g;
float bgB = texture(tex1, v_uv + offset * (1.0 - (N_B - 1.0) * factor)).b;
float blurR = texture(tex2, v_uv + offset * (1.0 - (N_R - 1.0) * factor)).r;
float blurG = texture(tex2, v_uv + offset * (1.0 - (N_G - 1.0) * factor)).g;
float blurB = texture(tex2, v_uv + offset * (1.0 - (N_B - 1.0) * factor)).b;
pixel.r = mix(bgR, blurR, mixRate);
pixel.g = mix(bgG, blurG, mixRate);
pixel.b = mix(bgB, blurB, mixRate);
return pixel;
}
void main() {
vec2 u_resolution1x = u_resolution.xy / u_dpr;
vec2 p1 = (vec2(0, 0) - u_resolution.xy * 0.5) / u_resolution.y; // circle at center
vec2 p2 = (vec2(0, 0) - u_mouseSpring) / u_resolution.y; // rect follows pointer
float merged = mainSDF(p1, p2, gl_FragCoord.xy);
// STEP 9 (final composite): inside the shape, refract + disperse + fresnel + glare
if (merged < 0.005) {
float nmerged = -1.0 * (merged * u_resolution1x.y);
float x_R_ratio = 1.0 - nmerged / u_refThickness;
float thetaI = safeAsin(pow(x_R_ratio, 2.0));
float thetaT = safeAsin(1.0 / u_refFactor * sin(thetaI));
float edgeFactor = -1.0 * tan(thetaT - thetaI);
if (nmerged >= u_refThickness) edgeFactor = 0.0;
vec2 normal = getNormal(p1, p2, gl_FragCoord.xy);
float edgeH = nmerged / u_refThickness;
vec4 blurredPixel = getTextureDispersion(
u_bg, u_blurredBg, u_blurEdge > 0 ? 1.0 : edgeH,
-normal * edgeFactor * 0.05 * u_dpr * vec2(u_resolution.y / (u_resolution1x.x * u_dpr), 1.0),
u_refDispersion);
vec4 outColor = mix(blurredPixel, vec4(u_tint.rgb, 1.0), u_tint.a * 0.8);
float fresnelFactor = clamp(pow(1.0 + merged * u_resolution1x.y / 1500.0
* pow(500.0 / u_refFresnelRange, 2.0) + u_refFresnelHardness, 5.0), 0.0, 1.0);
vec3 fresnelLCH = SRGB_TO_LCH(mix(vec3(1.0), u_tint.rgb, u_tint.a * 0.5));
fresnelLCH.x = clamp(fresnelLCH.x + 20.0 * fresnelFactor * u_refFresnelFactor, 0.0, 100.0);
outColor = mix(outColor, vec4(LCH_TO_SRGB(fresnelLCH), 1.0),
fresnelFactor * u_refFresnelFactor * 0.7 * length(normal));
float glareGeo = clamp(pow(1.0 + merged * u_resolution1x.y / 1500.0
* pow(500.0 / u_glareRange, 2.0) + u_glareHardness, 5.0), 0.0, 1.0);
float glareAngle = (vec2ToAngle(normalize(normal)) - PI / 4.0 + u_glareAngle) * 2.0;
// … angular lobe → boost L (+150) & C (+30) in LCH, mix by glareGeo·|normal| …
}
// outside: sample sharp u_bg. Edge anti-aliased with smoothstep(-0.001,0.001,merged).
}float sdCircle(vec2 p, float r) { return length(p) - r; }
float superellipseCornerSDF(vec2 p, float r, float n) {
p = abs(p);
float v = pow(pow(p.x, n) + pow(p.y, n), 1.0 / n);
return v - r;
}
float roundedRectSDF(vec2 p, vec2 center, float width, float height, float cornerRadius, float n) {
p -= center;
float cr = cornerRadius * u_dpr;
vec2 d = abs(p) - vec2(width * u_dpr, height * u_dpr) * 0.5;
float dist;
if (d.x > -cr && d.y > -cr) {
vec2 cornerCenter = sign(p) * (vec2(width * u_dpr, height * u_dpr) * 0.5 - vec2(cr));
dist = superellipseCornerSDF(p - cornerCenter, cr, n);
} else {
dist = min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
}
return dist;
}
float smin(float a, float b, float k) {
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
return mix(b, a, h) - k * h * (1.0 - h);
}
float mainSDF(vec2 p1, vec2 p2, vec2 p) {
vec2 p1n = p1 + p / u_resolution.y;
vec2 p2n = p2 + p / u_resolution.y;
float d1 = u_showShape1 == 1 ? sdCircle(p1n, 100.0 * u_dpr / u_resolution.y) : 1.0;
float d2 = roundedRectSDF(p2n, vec2(0.0),
u_shapeWidth / u_resolution.y, u_shapeHeight / u_resolution.y,
u_shapeRadius / u_resolution.y, u_shapeRoundness);
return smin(d1, d2, u_mergeRate);
}// asin with domain-clamped input; plain asin is undefined for |x|>1 and would
// corrupt the refraction edge just outside the shape where x_R_ratio > 1.
float safeAsin(float x) { return asin(clamp(x, -1.0, 1.0)); }#version 300 es
precision highp float;
#define MAX_BLUR_RADIUS (200)
in vec2 v_uv;
uniform sampler2D u_prevPassTexture;
uniform vec2 u_resolution;
uniform int u_blurRadius;
uniform float u_blurWeights[MAX_BLUR_RADIUS + 1];
out vec4 fragColor;
void main() {
vec2 texelSize = 1.0 / u_resolution;
vec4 color = texture(u_prevPassTexture, v_uv) * u_blurWeights[0];
for (int i = 1; i <= u_blurRadius; ++i) {
float w = u_blurWeights[i];
vec2 offset = vec2(float(i)) * texelSize;
color += texture(u_prevPassTexture, v_uv + vec2(0.0, offset.y)) * w; // vblur; hblur uses .x
color += texture(u_prevPassTexture, v_uv - vec2(0.0, offset.y)) * w;
}
fragColor = color;
}// per frame:
u_resolution: [w * dpr, h * dpr],
u_dpr: dpr,
u_mouseSpring: [spring.x, spring.y], // device px, gl_FragCoord space
u_shapeRadius: (Math.min(w, h) / 2 * shapeRadius) / 100,
u_shapeRoundness: shapeRoundness,
u_mergeRate: mergeRate,
u_glareAngle: glareAngle * Math.PI / 180,
// mainPass:
u_refThickness: refThickness, // raw
u_refFactor: refFactor, // raw
u_refDispersion: refDispersion, // raw
u_refFresnelRange: refFresnelRange, // raw
u_refFresnelHardness: refFresnelHardness / 100,
u_refFresnelFactor: refFresnelFactor / 100,
u_glareRange: glareRange, // raw
u_glareHardness: glareHardness / 100,
u_glareConvergence: glareConvergence / 100,
u_glareOppositeFactor: glareOppositeFactor / 100,
u_glareFactor: glareFactor / 100,
u_tint: [r/255, g/255, b/255, a],- Source: iyinchao/liquid-glass-studio — https://github.com/iyinchao/liquid-glass-studio — MIT License. Demo: https://liquid-glass-studio.vercel.app/
- The original is a React + Vite app with dual WebGL2 / WebGPU backends. This library entry ports the WebGL2 main pass + blur pipeline verbatim into framework-free WebGL2; the WebGPU backend, the user image/video backgrounds, and the drop-shadow / background-type passes are not included. The pointer-follow (react-spring) is replaced by a small JS spring with an idle Lissajous auto-loop so the preview animates unattended.
.claude/skills/design-vault/references/liquid-glass.mdSurfaces & UI
Figma vector editor
Live preview
How it works
You know that Figma look everyone copies: the thin blue box around a thing, the little corner squares, the size tag under it, and the dots you grab to bend a shape. I wanted to see if I could build it for the web, so here it is. It is two small parts. One draws the blue box and the size tag around anything. The other lets you grab the dots on a shape and drag them to change it, then gives you the new path back. It is pretty raw, just a fun little experiment, but it works and you can take it.
Code
// The editable vector model. An SVG <path> is broken into ANCHOR points, each
// with up to two bezier control HANDLES (the "in" tangent from the previous
// segment and the "out" tangent toward the next). A path may contain several
// SUBPATHS (the word "arlan" is many glyphs; a shape with a hole is an outer ring
// plus an inner ring). Anchors are kept in ONE flat array; `starts` marks where
// each subpath begins and `closed` is the per-subpath Z flag. Serializing back to
// a path `d` string is lossless for the cubic/line subset we support.
export interface Vec {
x: number;
y: number;
}
export interface Anchor {
/** Anchor position. */
p: Vec;
/** Outgoing control handle (toward the next anchor), absolute coords. null = straight. */
out: Vec | null;
/** Incoming control handle (from the previous anchor), absolute coords. null = straight. */
in: Vec | null;
}
export interface VectorPath {
/** All anchors of every subpath, concatenated. */
anchors: Anchor[];
/** Flat index where each subpath begins. `starts[0]` is always 0. Subpath `s`
* owns anchors `[starts[s], starts[s+1])` (or to the end for the last). */
starts: number[];
/** Per-subpath: does this subpath close back to its first anchor (Z)? */
closed: boolean[];
}
export const v = (x: number, y: number): Vec => ({ x, y });
export const add = (a: Vec, b: Vec): Vec => ({ x: a.x + b.x, y: a.y + b.y });
export const sub = (a: Vec, b: Vec): Vec => ({ x: a.x - b.x, y: a.y - b.y });
export const dist = (a: Vec, b: Vec): number => Math.hypot(a.x - b.x, a.y - b.y);
/** [begin, end) flat-anchor range of subpath `s`. */
export function subRange(path: VectorPath, s: number): [number, number] {
const begin = path.starts[s];
const end = s + 1 < path.starts.length ? path.starts[s + 1] : path.anchors.length;
return [begin, end];
}// Parse an SVG path `d` string into our editable anchor model, and serialize it
// back. We support the common subset: M/L/H/V/C/S/Q/T/Z (absolute + relative).
// Arcs (A) are not control-point editable, so a path using them is rejected by
// the playground with a friendly message. Everything is normalized to cubic
// beziers internally so the editor only ever deals with anchors + two handles.
//
// Multi-subpath: every `M` opens a new subpath. Anchors stay in one flat array;
// `starts` marks each subpath's first index and `closed` is its per-subpath Z.
import type { Anchor, Vec, VectorPath } from "./types";
import { v, subRange } from "./types";
// Tokenize a `d` string into [command, ...numbers] groups.
function tokenize(d: string): { cmd: string; args: number[] }[] {
const out: { cmd: string; args: number[] }[] = [];
const re = /([MmLlHhVvCcSsQqTtAaZz])|(-?\d*\.?\d+(?:e[-+]?\d+)?)/gi;
let m: RegExpExecArray | null;
let cur: { cmd: string; args: number[] } | null = null;
while ((m = re.exec(d))) {
if (m[1]) {
cur = { cmd: m[1], args: [] };
out.push(cur);
} else if (cur) {
cur.args.push(parseFloat(m[2]));
}
}
return out;
}
/** Parse a path into the flat multi-subpath model. Throws on unsupported (arc) commands. */
export function parsePath(d: string): VectorPath {
const tokens = tokenize(d);
const anchors: Anchor[] = [];
const starts: number[] = [];
const closed: boolean[] = [];
let cur: Vec = v(0, 0);
let start: Vec = v(0, 0); // current subpath's start point (for Z)
let prevCtrl: Vec | null = null;
let prevCmd = "";
const push = (p: Vec) => anchors.push({ p, out: null, in: null });
const last = () => anchors[anchors.length - 1];
// Drop the duplicate trailing anchor a closed subpath often repeats, folding
// its `in` handle onto the subpath's first anchor (matches old single-ring code).
const dedupClose = () => {
if (!starts.length) return;
const si = starts[starts.length - 1];
if (anchors.length - si > 1) {
const a = anchors[si].p;
const z = anchors[anchors.length - 1].p;
if (Math.abs(a.x - z.x) < 0.01 && Math.abs(a.y - z.y) < 0.01) {
anchors[si].in = anchors[anchors.length - 1].in;
anchors.pop();
}
}
};
for (const { cmd, args } of tokens) {
const rel = cmd === cmd.toLowerCase();
const C = cmd.toUpperCase();
let i = 0;
const num = () => args[i++];
const pt = (): Vec => {
const x = num();
const y = num();
return rel ? { x: cur.x + x, y: cur.y + y } : { x, y };
};
switch (C) {
case "M": {
// A new M opens a NEW subpath. Finalize the previous one (dedup if it was
// closed by a Z) before starting fresh.
if (starts.length && closed[closed.length - 1]) dedupClose();
cur = pt();
start = cur;
starts.push(anchors.length);
closed.push(false);
push(cur);
// extra coordinate pairs after M are implicit L
while (i < args.length) {
cur = pt();
push(cur);
}
prevCtrl = null;
break;
}
case "L": {
while (i < args.length) { cur = pt(); push(cur); }
prevCtrl = null;
break;
}
case "H": {
while (i < args.length) {
const x = num();
cur = { x: rel ? cur.x + x : x, y: cur.y };
push(cur);
}
prevCtrl = null;
break;
}
case "V": {
while (i < args.length) {
const y = num();
cur = { x: cur.x, y: rel ? cur.y + y : y };
push(cur);
}
prevCtrl = null;
break;
}
case "C": {
while (i < args.length) {
const c1 = pt();
const c2 = pt();
const end = pt();
last().out = c1;
push(end);
last().in = c2;
cur = end;
prevCtrl = c2;
}
break;
}
case "S": {
while (i < args.length) {
const c1: Vec =
prevCmd === "C" || prevCmd === "S"
? { x: 2 * cur.x - (prevCtrl?.x ?? cur.x), y: 2 * cur.y - (prevCtrl?.y ?? cur.y) }
: cur;
const c2 = pt();
const end = pt();
last().out = c1;
push(end);
last().in = c2;
cur = end;
prevCtrl = c2;
}
break;
}
case "Q": {
while (i < args.length) {
const qc = pt();
const end = pt();
const c1 = { x: cur.x + (2 / 3) * (qc.x - cur.x), y: cur.y + (2 / 3) * (qc.y - cur.y) };
const c2 = { x: end.x + (2 / 3) * (qc.x - end.x), y: end.y + (2 / 3) * (qc.y - end.y) };
last().out = c1;
push(end);
last().in = c2;
cur = end;
prevCtrl = qc;
}
break;
}
case "T": {
while (i < args.length) {
const qc: Vec =
prevCmd === "Q" || prevCmd === "T"
? { x: 2 * cur.x - (prevCtrl?.x ?? cur.x), y: 2 * cur.y - (prevCtrl?.y ?? cur.y) }
: cur;
const end = pt();
const c1 = { x: cur.x + (2 / 3) * (qc.x - cur.x), y: cur.y + (2 / 3) * (qc.y - cur.y) };
const c2 = { x: end.x + (2 / 3) * (qc.x - end.x), y: end.y + (2 / 3) * (qc.y - end.y) };
last().out = c1;
push(end);
last().in = c2;
cur = end;
prevCtrl = qc;
}
break;
}
case "Z": {
if (closed.length) closed[closed.length - 1] = true;
cur = start;
prevCtrl = null;
break;
}
case "A":
throw new Error("Arc commands (A) aren't supported by the point editor.");
default:
throw new Error(`Unsupported path command: ${cmd}`);
}
prevCmd = C;
}
// Finalize the trailing subpath.
if (starts.length && closed[closed.length - 1]) dedupClose();
return { anchors, starts, closed };
}
const n = (x: number) => {
// trim to 2 decimals, drop trailing zeros
const r = Math.round(x * 100) / 100;
return String(r);
};
/** Serialize the flat model back to a path `d` string (one M…(Z) run per subpath). */
export function serializePath(path: VectorPath): string {
const { anchors, starts, closed } = path;
if (!anchors.length || !starts.length) return "";
const parts: string[] = [];
for (let s = 0; s < starts.length; s++) {
const [begin, end] = subRange(path, s);
const count = end - begin;
if (count === 0) continue;
const isClosed = closed[s];
parts.push(`M ${n(anchors[begin].p.x)} ${n(anchors[begin].p.y)}`);
const segCount = isClosed ? count : count - 1;
for (let k = 0; k < segCount; k++) {
const a = anchors[begin + k];
const b = anchors[begin + ((k + 1) % count)];
if (a.out || b.in) {
const c1 = a.out ?? a.p;
const c2 = b.in ?? b.p;
parts.push(`C ${n(c1.x)} ${n(c1.y)} ${n(c2.x)} ${n(c2.y)} ${n(b.p.x)} ${n(b.p.y)}`);
} else {
parts.push(`L ${n(b.p.x)} ${n(b.p.y)}`);
}
}
if (isClosed) parts.push("Z");
}
return parts.join(" ");
}
/** Axis-aligned bounding box over all anchors + handles of every subpath. */
export function bounds(path: VectorPath): { x: number; y: number; w: number; h: number } {
let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;
const eat = (p: Vec) => {
if (p.x < minX) minX = p.x;
if (p.y < minY) minY = p.y;
if (p.x > maxX) maxX = p.x;
if (p.y > maxY) maxY = p.y;
};
for (const a of path.anchors) {
eat(a.p);
if (a.in) eat(a.in);
if (a.out) eat(a.out);
}
if (!isFinite(minX)) return { x: 0, y: 0, w: 0, h: 0 };
return { x: minX, y: minY, w: maxX - minX, h: maxY - minY };
}"use client";
// FigmaFrame — the "selected layer" chrome you see in Figma/Framer: a thin
// accent border that draws itself open, four corner handles that pop in one by
// one, and a live W×H dimension badge under the box. Drop it around ANY element
// and it tracks that element's size with a ResizeObserver, so the badge stays
// honest as the content reflows or you drag points inside it.
//
// Everything visual is prop-driven (accent, handle size/color, border width,
// badge on/off) so a playground can restyle it live.
import { useEffect, useRef, useState, type CSSProperties, type ReactNode } from "react";
export interface FrameStyle {
accent: string; // selection color (Figma blue by default)
handleSize: number; // px, the little corner squares
handleFill: string; // usually white
borderWidth: number; // px
showHandles: boolean;
showBadge: boolean;
badgeBg: string;
badgeText: string;
/** Replay the open animation whenever this value changes. */
animateKey?: string | number;
}
export const DEFAULT_FRAME: FrameStyle = {
accent: "#0d99ff",
handleSize: 8,
handleFill: "#ffffff",
borderWidth: 1,
showHandles: true,
showBadge: true,
badgeBg: "#0d99ff",
badgeText: "#ffffff",
};
export function FigmaFrame({
children,
style = DEFAULT_FRAME,
/** Override the measured size with explicit numbers (e.g. the SVG viewBox). */
width,
height,
}: {
children: ReactNode;
style?: FrameStyle;
width?: number;
height?: number;
}) {
const ref = useRef<HTMLDivElement>(null);
const [size, setSize] = useState({ w: 0, h: 0 });
// true only on the very first render → the intro animation plays once
const [firstMount, setFirstMount] = useState(true);
useEffect(() => {
const id = setTimeout(() => setFirstMount(false), 900);
return () => clearTimeout(id);
}, []);
useEffect(() => {
if (width != null && height != null) {
setSize({ w: width, h: height });
return;
}
const el = ref.current;
if (!el) return;
const ro = new ResizeObserver(() => {
const r = el.getBoundingClientRect();
setSize({ w: Math.round(r.width), h: Math.round(r.height) });
});
ro.observe(el);
return () => ro.disconnect();
}, [width, height]);
const w = width ?? size.w;
const h = height ?? size.h;
const s = style;
const half = s.handleSize / 2;
const handle = (pos: CSSProperties, intro: boolean, delay: number): CSSProperties => ({
position: "absolute",
zIndex: 10,
width: s.handleSize,
height: s.handleSize,
backgroundColor: s.handleFill,
border: `1px solid ${s.accent}`,
borderRadius: 1,
// set the shorthand + delay together, or neither — never mix one set with one
// removed across renders (React warns about shorthand/non-shorthand conflicts)
...(intro ? { animation: `bbox-handle 0.25s ease-out both`, animationDelay: `${delay}s` } : {}),
...pos,
});
// Play the draw-open / pop-in animation only on the FIRST mount. On a remix the
// box must not disappear and redraw — it just resizes to track the new shape,
// which it does smoothly because width/height come straight from the viewBox.
const intro = firstMount;
return (
<div ref={ref} className="relative inline-block">
{/* the selection border — animates open once, then just tracks the size */}
<div
className="pointer-events-none absolute inset-0"
style={{
border: `${s.borderWidth}px solid ${s.accent}`,
transformOrigin: "top left",
animation: intro ? `bbox-open 0.6s var(--ease-expo) both` : undefined,
}}
/>
{s.showHandles && (
<>
<span style={handle({ top: -half, left: -half }, intro, 0.18)} />
<span style={handle({ top: -half, right: -half }, intro, 0.28)} />
<span style={handle({ bottom: -half, right: -half }, intro, 0.38)} />
<span style={handle({ bottom: -half, left: -half }, intro, 0.48)} />
</>
)}
{s.showBadge && (
<span
className="pointer-events-none absolute left-1/2 z-10 whitespace-nowrap rounded-[4px] px-2 py-0.5 text-[11px] tabular-nums"
style={{
bottom: -30,
backgroundColor: s.badgeBg,
color: s.badgeText,
transform: "translateX(-50%)",
...(intro ? { animation: `bbox-badge 0.25s ease-out both`, animationDelay: "0.2s" } : {}),
}}
>
{w} × {h}
</span>
)}
{children}
</div>
);
}"use client";
// VectorEditor — a live SVG bezier editor. It draws the path and overlays the
// editable rig on top: every ANCHOR is a draggable dot, every bezier HANDLE is a
// draggable diamond joined to its anchor by a thin "arm" line (exactly the rig
// Figma/Framer show when you enter a vector shape). Drag an anchor to move it
// (its handles come along); drag a handle to reshape the curve. By default the
// two handles of an anchor stay mirrored (smooth point) — hold Alt while
// dragging a handle to break the tangent and make a corner.
//
// Pure pointer math, no deps. Coordinates are the SVG's own user units; we map
// screen → user space through the live CTM so it stays correct at any size.
import { useRef, type PointerEvent as RPointerEvent } from "react";
import type { Anchor, Vec, VectorPath } from "./types";
import { serializePath } from "./parse";
import { sub, add } from "./types";
// How an anchor's two bezier handles relate while you drag one (matches Figma's
// Mirroring setting). Hold Alt while dragging to momentarily force "none".
export type Mirror = "none" | "angle" | "angle-length";
export interface EditorStyle {
accent: string;
arm: string; // tangent-line color
anchorR: number; // anchor dot radius (user units)
handleR: number; // handle diamond half-size (user units)
pointFill: string; // dot/diamond fill
fill: string; // path fill
fillOpacity: number;
stroke: string; // path stroke
strokeWidth: number;
showRig: boolean; // hide all points → just the shape
fillRule: "nonzero" | "evenodd"; // evenodd cuts holes from inner subpaths
}
export const DEFAULT_EDITOR: EditorStyle = {
accent: "#0d99ff",
arm: "#9bb7d4",
anchorR: 4,
handleR: 3.2,
pointFill: "#ffffff",
fill: "#0d99ff",
fillOpacity: 0.08,
stroke: "#0d99ff",
strokeWidth: 1.5,
showRig: true,
fillRule: "evenodd",
};
type Drag =
| { kind: "anchor"; i: number }
| { kind: "handle"; i: number; side: "in" | "out"; mirror: Mirror };
export function VectorEditor({
path,
onChange,
style = DEFAULT_EDITOR,
mirror = "angle-length",
viewBox,
width,
height,
className,
}: {
path: VectorPath;
onChange: (next: VectorPath) => void;
style?: EditorStyle;
/** Default handle-mirroring mode; Alt-drag temporarily forces "none". */
mirror?: Mirror;
/** [minX, minY, width, height] of the SVG viewBox. */
viewBox: [number, number, number, number];
/** Rendered pixel size. Defaults to the viewBox's own width/height. */
width?: number;
height?: number;
className?: string;
}) {
const svgRef = useRef<SVGSVGElement>(null);
const drag = useRef<Drag | null>(null);
// latest path (so a coalesced rAF reads current state, not a stale closure)
const pathRef = useRef(path);
pathRef.current = path;
const pending = useRef<Vec | null>(null);
const rafMove = useRef(0);
// map a pointer event to SVG user-space coordinates via the live screen CTM
function toUser(e: { clientX: number; clientY: number }): Vec {
const svg = svgRef.current!;
const ctm = svg.getScreenCTM();
if (!ctm) return { x: 0, y: 0 };
const pt = svg.createSVGPoint();
pt.x = e.clientX;
pt.y = e.clientY;
const u = pt.matrixTransform(ctm.inverse());
return { x: u.x, y: u.y };
}
function startAnchor(e: RPointerEvent, i: number) {
e.stopPropagation();
(e.target as Element).setPointerCapture(e.pointerId);
drag.current = { kind: "anchor", i };
}
function startHandle(e: RPointerEvent, i: number, side: "in" | "out") {
e.stopPropagation();
(e.target as Element).setPointerCapture(e.pointerId);
// Alt overrides the active mode to a free corner.
drag.current = { kind: "handle", i, side, mirror: e.altKey ? "none" : mirror };
}
// Apply a drag at user-space point u against the current path → next path.
function applyDrag(d: Drag, u: Vec): VectorPath {
const anchors = pathRef.current.anchors.map((a) => ({
p: { ...a.p },
in: a.in ? { ...a.in } : null,
out: a.out ? { ...a.out } : null,
})) as Anchor[];
if (d.kind === "anchor") {
const a = anchors[d.i];
const delta = sub(u, a.p);
a.p = u;
if (a.in) a.in = add(a.in, delta);
if (a.out) a.out = add(a.out, delta);
} else {
const a = anchors[d.i];
if (d.side === "out") a.out = u;
else a.in = u;
const other = d.side === "out" ? a.in : a.out;
if (d.mirror !== "none" && other) {
const rel = sub(u, a.p);
const relLen = Math.hypot(rel.x, rel.y) || 1;
const len =
d.mirror === "angle-length" ? relLen : Math.hypot(other.x - a.p.x, other.y - a.p.y);
const opp = { x: a.p.x - (rel.x / relLen) * len, y: a.p.y - (rel.y / relLen) * len };
if (d.side === "out") a.in = opp;
else a.out = opp;
}
}
return { anchors, starts: pathRef.current.starts, closed: pathRef.current.closed };
}
// Coalesce rapid pointermove events to ONE commit per animation frame, so a
// fast drag doesn't fire dozens of re-renders between paints.
function onMove(e: RPointerEvent) {
if (!drag.current) return;
pending.current = toUser(e);
if (rafMove.current) return;
rafMove.current = requestAnimationFrame(() => {
rafMove.current = 0;
const d = drag.current;
const u = pending.current;
if (!d || !u) return;
onChange(applyDrag(d, u));
});
}
function endDrag(e: RPointerEvent) {
if (drag.current) {
// flush any pending coalesced move so the final position isn't dropped
if (rafMove.current) {
cancelAnimationFrame(rafMove.current);
rafMove.current = 0;
const u = pending.current;
if (u) onChange(applyDrag(drag.current, u));
}
try {
(e.target as Element).releasePointerCapture(e.pointerId);
} catch {
/* capture may already be gone */
}
drag.current = null;
pending.current = null;
}
}
const s = style;
const d = serializePath(path);
// tangent arm segments to draw (anchor → handle)
const arms: { ax: number; ay: number; hx: number; hy: number }[] = [];
if (s.showRig) {
for (const a of path.anchors) {
if (a.out) arms.push({ ax: a.p.x, ay: a.p.y, hx: a.out.x, hy: a.out.y });
if (a.in) arms.push({ ax: a.p.x, ay: a.p.y, hx: a.in.x, hy: a.in.y });
}
}
return (
<svg
ref={svgRef}
viewBox={viewBox.join(" ")}
width={width ?? viewBox[2]}
height={height ?? viewBox[3]}
className={className}
style={{ display: "block", touchAction: "none", userSelect: "none", overflow: "visible" }}
onPointerMove={onMove}
onPointerUp={endDrag}
onPointerCancel={endDrag}
>
{/* the shape itself */}
<path d={d} fill={s.fill} fillRule={s.fillRule} fillOpacity={s.fillOpacity} stroke={s.stroke} strokeWidth={s.strokeWidth} />
{s.showRig && (
<g>
{/* tangent arms */}
<g stroke={s.arm} strokeWidth={Math.max(0.75, s.strokeWidth * 0.6)}>
{arms.map((a, k) => (
<line key={k} x1={a.ax} y1={a.ay} x2={a.hx} y2={a.hy} />
))}
</g>
{/* bezier handles (diamonds) */}
{path.anchors.map((a, i) => (
<g key={`h-${i}`}>
{a.out && (
<Diamond
cx={a.out.x}
cy={a.out.y}
r={s.handleR}
fill={s.pointFill}
stroke={s.accent}
onPointerDown={(e) => startHandle(e, i, "out")}
/>
)}
{a.in && (
<Diamond
cx={a.in.x}
cy={a.in.y}
r={s.handleR}
fill={s.pointFill}
stroke={s.accent}
onPointerDown={(e) => startHandle(e, i, "in")}
/>
)}
</g>
))}
{/* anchors on top so they win the hit-test */}
{path.anchors.map((a, i) => (
<g key={`a-${i}`} style={{ cursor: "grab" }} onPointerDown={(e) => startAnchor(e, i)}>
{/* fat invisible hit target */}
<circle cx={a.p.x} cy={a.p.y} r={s.anchorR * 3} fill="transparent" />
<circle cx={a.p.x} cy={a.p.y} r={s.anchorR} fill={s.pointFill} stroke={s.accent} strokeWidth={1.25} />
</g>
))}
</g>
)}
</svg>
);
}
function Diamond({
cx,
cy,
r,
fill,
stroke,
onPointerDown,
}: {
cx: number;
cy: number;
r: number;
fill: string;
stroke: string;
onPointerDown: (e: RPointerEvent) => void;
}) {
return (
<g style={{ cursor: "grab" }} onPointerDown={onPointerDown}>
<circle cx={cx} cy={cy} r={r * 3.5} fill="transparent" />
<rect
x={cx - r}
y={cy - r}
width={r * 2}
height={r * 2}
fill={fill}
stroke={stroke}
strokeWidth={1.1}
style={{ transform: "rotate(45deg)", transformOrigin: "50% 50%", transformBox: "fill-box" }}
/>
</g>
);
}- Company: Figma
- Date: Jun 25, 2026
- Tags: SVG, Bezier, Editor
- Source: https://figma.com
.claude/skills/design-vault/references/vector-editor.mdInteraction Patterns
OTP Segmented Input
Six separate-looking cells that are secretly one real input. The native text selection drives which cell reads as active, so caret movement, drag-select, paste, autofill and undo all behave exactly as the platform intends — none of it is re-implemented. From moumenlab, React + motion/react.
Live preview
How it works
How it works. The usual segmented-OTP approach is N separate inputs plus a pile of key handlers to move focus between them; that breaks paste, breaks select-all, breaks mobile autofill and fights the IME. This does the opposite: one transparent <input> stretched across the whole row, with the cells drawn underneath as presentation only. The active cell is derived from selectionStart/selectionEnd rather than tracked in state, so a drag across three cells highlights three cells because that is genuinely what is selected. inputMode="numeric" and autoComplete="one-time-code" let the OS offer the SMS code, and because there is a single field the autofill lands in one shot instead of racing N onChange handlers.
The remaining work is presentational: motion/react animates the cell that gains focus and the caret bar, mask swaps digits for dots without changing the value, and group splits the row in half the way SMS codes are read aloud. verify takes a sync or async predicate — return a promise and the component holds a pending state while your API answers, then plays success or error. onStateChange reports {value, filled, status, activeIndex} upward, and inspect renders that live state under the field, which is what the preview's Inspect toggle turns on.
Props: length (6), code (demo fallback the built-in verify compares against), verify (your check, sync or async), mask, group, prefill ({key, code} — keyed so re-picking re-applies), inspect, onStateChange.
Install: npx moumenlab add otp-segmented-input — or npx shadcn@latest add https://lab.moumen.dev/r/otp-segmented-input.json. Dependencies: motion. Installs to components/lab/otp-segmented-input.tsx.
Vault note. moumenlab ships React only — no framework-agnostic build, unlike the Canvas UI ports. So this preview runs the component source verbatim: scripts/build-moumenlab.py extracts the .tsx from the staged doc, bundles it with React + motion into one shared bundle for all moumenlab entries, and emits only the Tailwind utilities those sources actually use (no preflight — a global reset would clobber the vault). The preview's controls are real prop updates on the same React root, so the component keeps its internal state across them.
Code
"use client";
import { useEffect, useMemo, useRef, useState, type CSSProperties } from "react";
import { MotionConfig, motion } from "motion/react";
// OTP segmented input — N boxes, secretly ONE real input.
//
// The version everyone demos is six <input>s wired together with JS focus
// hops. It looks right and behaves wrong: SMS autofill can't fill it (iOS
// offers the code to ONE field), paste needs bespoke splitting, screen
// readers announce six unlabeled boxes, and half the keyboard is re-invented.
//
// This is the hard version: one real <input> stretched invisibly over the
// whole row (color and caret transparent — NOT display:none, it must stay
// focusable and autofillable), with the cells painted underneath from its
// value. Everything hard becomes free:
//
// · SMS autofill just works — autocomplete="one-time-code" on a real,
// visible-to-the-browser input.
// · Paste just works — "246 810" lands in the input, one normalize pass
// strips the junk, the cells repaint.
// · Backspace walks backwards and ←/→ move the caret because they are the
// NATIVE caret — the active cell is derived from selectionStart, never
// stored beside it. Select-all paints all cells selected, because a
// selection range maps to a cell range.
// · The input's own glyphs are letter-spaced to sit under the cells, so the
// blueprint toggle can simply tint them red and you SEE the real input
// lying over the fake one.
//
// Verification is yours: pass `verify` (sync or async — hit your API) and a
// full code drives the little state machine: right → the cells cascade green
// left to right; wrong → the row shakes, the digits drop out one by one, then
// the field clears and hands the caret back. Without `verify` it compares
// against the `code` prop, so the component demos out of the box.
//
// Animation via motion/react; honours prefers-reduced-motion. Requires the
// lab-theme tokens. Fully Tailwind, no CSS files.
const EASE = [0.22, 1, 0.36, 1] as const;
const SHAKE_S = 0.38; // wrong code: the row shake
const DROP_S = 0.24; // each digit's fall-out
const STAGGER_S = 0.045; // per-digit clear offset
const FILL_S = 0.055; // per-cell success cascade offset
const OTP_VARS = {
"--otp-cell-w": "2.75rem",
"--otp-cell-h": "3.25rem",
"--otp-gap": "0.5rem",
} as CSSProperties;
export interface OtpInputState {
length: number;
caret: { start: number; end: number };
state: "idle" | "success" | "error";
attempts: number;
focused: boolean;
}
export default function OtpInput({
length = 6,
code = "246810",
verify,
mask = false, // paint • instead of the digit
group = false, // split in half, like SMS codes read aloud
prefill = null, // {key, code} — simulate an autofill (keyed so re-picking re-applies)
inspect = false,
onStateChange,
}: {
length?: number;
/** Demo fallback: the code `verify` defaults to comparing against. */
code?: string;
/** Your check — sync or async (hit your API); return whether the code is right. */
verify?: (value: string) => boolean | Promise<boolean>;
mask?: boolean;
group?: boolean;
prefill?: { key: number; code: string } | null;
inspect?: boolean;
onStateChange?: (state: OtpInputState) => void;
}) {
const [value, setValue] = useState("");
const [sel, setSel] = useState({ start: 0, end: 0 });
const [focused, setFocused] = useState(false);
const [state, setState] = useState<"idle" | "success" | "error">("idle");
const [attempts, setAttempts] = useState(0);
const inputRef = useRef<HTMLInputElement>(null);
const errorTimerRef = useRef<number>(0);
const chars = value.split("");
const collapsed = sel.start === sel.end;
const caretCell = Math.min(sel.start, length - 1);
const groupAt = Math.ceil(length / 2);
function syncSel() {
const el = inputRef.current;
if (!el) return;
setSel({ start: el.selectionStart ?? 0, end: el.selectionEnd ?? 0 });
}
// The active cell is DERIVED from the native selection — arrows, backspace,
// select-all all just move the real caret and the paint follows.
useEffect(() => {
const onSelectionChange = () => {
if (document.activeElement === inputRef.current) syncSel();
};
document.addEventListener("selectionchange", onSelectionChange);
return () => document.removeEventListener("selectionchange", onSelectionChange);
}, []);
function handleChange(event: React.ChangeEvent<HTMLInputElement>) {
if (state !== "idle") return;
// One normalize pass covers typing, paste and autofill: "246 810",
// "246-810" and "246810" all become the same digits.
const next = event.target.value.replace(/\D/g, "").slice(0, length);
setValue(next);
requestAnimationFrame(syncSel);
}
// Native click mapping is the one thing that's wrong for OTP (you can't
// edit the middle of a code) — snap pointer focus to the end instead.
function handleMouseDown(event: React.MouseEvent) {
event.preventDefault();
const el = inputRef.current;
el?.focus({ preventScroll: true });
el?.setSelectionRange(value.length, value.length);
syncSel();
}
// A full code in → verify. A beat of delay so the last digit is seen landing
// before the row answers; the check itself may be async (your API).
useEffect(() => {
if (state !== "idle" || value.length !== length) return undefined;
let cancelled = false;
const timer = window.setTimeout(async () => {
let ok: boolean;
try {
ok = await Promise.resolve(verify ? verify(value) : value === code);
} catch {
ok = false;
}
if (cancelled) return;
setAttempts((n) => n + 1);
if (ok) {
setState("success");
} else {
setState("error");
// Shake, then the digits drop out one by one, then the field clears
// and the caret comes back for another try.
errorTimerRef.current = window.setTimeout(() => {
setValue("");
setState("idle");
const el = inputRef.current;
if (el && document.activeElement === el) {
el.setSelectionRange(0, 0);
syncSel();
} else {
setSel({ start: 0, end: 0 });
}
}, SHAKE_S * 1000 + length * STAGGER_S * 1000 + 260);
}
}, 320);
return () => {
cancelled = true;
clearTimeout(timer);
};
}, [value, state, code, verify, length]);
// Simulated autofill (e.g. demo presets) — through the same normalize +
// verify path a real autofill would take.
useEffect(() => {
if (!prefill) return;
clearTimeout(errorTimerRef.current);
setState("idle");
setValue(String(prefill.code).replace(/\D/g, "").slice(0, length));
setSel({ start: length, end: length });
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [prefill?.key]);
function reset() {
clearTimeout(errorTimerRef.current);
setValue("");
setState("idle");
setAttempts(0);
const el = inputRef.current;
el?.focus({ preventScroll: true });
el?.setSelectionRange(0, 0);
syncSel();
}
useEffect(() => () => clearTimeout(errorTimerRef.current), []);
useEffect(() => {
onStateChange?.({
length: value.length,
caret: { start: sel.start, end: sel.end },
state,
attempts,
focused,
});
}, [value.length, sel, state, attempts, focused, onStateChange]);
const cells = useMemo(
() =>
Array.from({ length }, (_, index) => {
const char = chars[index];
return {
index,
char,
active: focused && state === "idle" && collapsed && caretCell === index,
selected: focused && !collapsed && index >= sel.start && index < sel.end,
};
}),
// eslint-disable-next-line react-hooks/exhaustive-deps
[chars.join(""), length, focused, state, collapsed, caretCell, sel.start, sel.end],
);
return (
<MotionConfig reducedMotion="user">
<div className="relative flex flex-col items-center gap-2" style={OTP_VARS} data-state={state}>
{/* Wrong code: the row shakes once, as one object. */}
<motion.div
className="relative flex gap-[var(--otp-gap)]"
animate={state === "error" ? { x: [0, -6, 5, -4, 3, -1, 0] } : { x: 0 }}
transition={{ duration: SHAKE_S, ease: EASE }}
>
{cells.map((cell) => (
<div
key={cell.index}
className={[
"flex items-center justify-center w-[var(--otp-cell-w)] h-[var(--otp-cell-h)] rounded-[0.625rem] text-xl font-medium tabular-nums",
"transition-[box-shadow,background-color,color] duration-150",
group && cell.index === groupAt ? "ml-3" : "",
// the success cascade retimes the tint with a per-cell delay
state === "success"
? "shadow-[var(--shadow-border),0_0_0_1.5px_#16a34a] bg-[#f0fdf4] text-[#15803d]"
: cell.active
? "bg-card text-foreground shadow-[var(--shadow-border),0_0_0_2px_var(--color-ring)]"
: state === "error"
? "bg-card text-destructive shadow-border"
: "bg-card text-foreground shadow-border",
inspect ? "outline outline-[1.5px] outline-dashed outline-[#3b82f6] -outline-offset-2" : "",
].join(" ")}
style={state === "success" ? { transitionDelay: `${cell.index * FILL_S * 1000}ms` } : undefined}
aria-hidden="true"
>
{cell.char && (
// A selection RANGE maps to a cell range — one input. The
// highlight hugs the digit like native text selection paints
// the glyph's line box, instead of tinting the whole slot.
// Padding is offset by negative margins so toggling it never
// shifts the centered glyph.
<motion.span
className={`inline-block rounded-[0.3125rem] px-1 py-0.5 -mx-1 -my-0.5 transition-colors duration-150 ${
cell.selected ? "bg-foreground/10" : "bg-transparent"
}`}
initial={false}
animate={
state === "success"
? { scale: [1, 1.15, 1], y: 0, opacity: 1, filter: "blur(0px)" }
: state === "error"
? { y: "0.5rem", opacity: 0, filter: "blur(2px)" }
: { scale: 1, y: 0, opacity: 1, filter: "blur(0px)" }
}
transition={
state === "success"
? { duration: 0.3, ease: EASE, delay: cell.index * FILL_S }
: state === "error"
? { duration: DROP_S, ease: "easeOut", delay: SHAKE_S + cell.index * STAGGER_S }
: { duration: 0 }
}
>
{mask ? "•" : cell.char}
</motion.span>
)}
{cell.active && !cell.char && (
// The fake caret: a hard blink (steps, not a fade).
<motion.span
className="w-[1.5px] h-[1.375rem] rounded-[1px] bg-foreground"
animate={{ opacity: [1, 1, 0, 0] }}
transition={{ duration: 1.1, times: [0, 0.5, 0.5, 1], repeat: Infinity, ease: "linear" }}
/>
)}
</div>
))}
{/* THE component: one real input over the whole row. Transparent, not
hidden — the browser must see it to autofill and focus it. No
maxLength: it would truncate a formatted paste ("246 810" is 7
chars) BEFORE the normalize pass — the slice enforces length. */}
<input
ref={inputRef}
className={[
"absolute inset-0 w-full h-full border-0 outline-none bg-transparent font-mono text-xl cursor-text",
"[letter-spacing:calc(var(--otp-cell-w)+var(--otp-gap)-1ch)] pl-[calc(var(--otp-cell-w)/2-0.5ch)]",
// A host page's own ::selection styling repaints selected glyphs
// with a visible foreground — select-all would reveal masked
// digits (this site does exactly that: selection:text-white on
// the page wrapper, which Tailwind cascades to descendants at
// EQUAL specificity, so source order decides). `!` makes the
// component win deterministically in any host page; the
// text-fill-color below is the second lock — ::selection cannot
// override it, so the glyphs stay invisible mid-selection.
"selection:bg-transparent! selection:text-transparent! [caret-color:transparent]",
inspect
? "text-[rgba(220,38,38,0.55)] [-webkit-text-fill-color:rgba(220,38,38,0.55)] outline outline-[1.5px] outline-dashed outline-[#ef4444] outline-offset-4" // the secret, revealed
: "text-transparent [-webkit-text-fill-color:transparent]",
].join(" ")}
type="text"
value={value}
inputMode="numeric"
autoComplete="one-time-code"
aria-label={`${length}-digit verification code`}
spellCheck={false}
autoCorrect="off"
readOnly={state !== "idle"}
onChange={handleChange}
onMouseDown={handleMouseDown}
onKeyUp={syncSel}
onFocus={() => {
setFocused(true);
const el = inputRef.current;
el?.setSelectionRange(value.length, value.length);
syncSel();
}}
onBlur={() => setFocused(false)}
/>
</motion.div>
{/* Fixed-height under-row so Verified / Wrong code never shift the layout. */}
<div className="flex items-center gap-2.5 min-h-7">
<span
className={`text-[0.8125rem] transition-colors duration-150 ${
state === "success" ? "text-[#16a34a] font-medium" : state === "error" ? "text-destructive font-medium" : "text-muted-foreground/70"
}`}
>
{state === "success" ? "Verified" : state === "error" ? "Wrong code" : mask ? "Digits are masked" : " "}
</span>
{state === "success" && (
<motion.button
type="button"
className="h-7 px-2.5 rounded-lg bg-muted text-foreground text-xs font-medium cursor-pointer transition-[background-color,scale] duration-150 hover:bg-foreground/10 active:scale-[0.96] focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-ring"
onClick={reset}
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 0.2, ease: [0.2, 0, 0, 1] }}
>
Try again
</motion.button>
)}
</div>
<span className="sr-only" aria-live="polite">
{state === "success" ? "Code verified." : state === "error" ? "Wrong code, the field will clear. Try again." : ""}
</span>
{/* Blueprint annotations — red is the real input revealed (its glyphs
are letter-spaced to sit under the cells), blue the derived paint. */}
{inspect && (
<>
<span className="absolute bottom-[calc(100%+0.75rem)] left-1/2 -translate-x-1/2 z-[6] whitespace-nowrap rounded-[0.25rem] border border-[#fecaca] bg-white px-[0.3125rem] py-[0.0625rem] text-[0.625rem] font-medium leading-normal tracking-[0.01em] text-[#dc2626] shadow-[0_1px_2px_rgba(0,0,0,0.08)] pointer-events-none tabular-nums">
one real input · color: transparent · autocomplete: one-time-code
</span>
<span className="absolute top-[calc(100%+0.4rem)] left-1/2 -translate-x-1/2 z-[6] whitespace-nowrap rounded-[0.25rem] border border-[#bfdbfe] bg-white px-[0.3125rem] py-[0.0625rem] text-[0.625rem] font-medium leading-normal tracking-[0.01em] text-[#2563eb] shadow-[0_1px_2px_rgba(0,0,0,0.08)] pointer-events-none tabular-nums">
selection {sel.start}..{sel.end} → {collapsed ? `cell ${caretCell}` : `cells ${sel.start}-${Math.max(sel.start, sel.end - 1)}`}
</span>
</>
)}
</div>
</MotionConfig>
);
}"use client";
import OtpInput from "./otp-segmented-input";
// Wire your real check through `verify` — sync or async. Return true and the
// cells cascade green; false and the row shakes, drops the digits, and hands
// the caret back:
//
// <OtpInput
// verify={async (code) => {
// const res = await fetch("/api/verify-otp", { method: "POST", body: code });
// return res.ok;
// }}
// />
export default function OtpInputExample() {
return (
<div className="flex flex-col items-center gap-8">
{/* Default: six digits, verified against your adapter (or the `code` prop). */}
<OtpInput verify={(code) => code === "246810"} />
{/* Masked — paints • instead of the digit, the value stays untouched. */}
<OtpInput mask />
{/* Split 3-3, the way SMS codes are read aloud. */}
<OtpInput group />
{/* Any length — the group gap lands at the halfway point. */}
<OtpInput length={4} code="2468" group />
</div>
);
}moumenlab by Moumen Soliman — https://lab.moumen.dev/components/otp-segmented-input MIT (https://github.com/moumen-soliman/lab). Full staged extract (tagline, install, usage, complete source): raw/moumenlab/otp-segmented-input.md.
.claude/skills/design-vault/references/otp-segmented-input.mdInteraction Patterns
Inertial Wheel List
An iOS-style picker drum where the momentum is not simulated at all — it is the browser's own scrolling. From moumenlab, React + motion/react.
Live preview
How it works
How it works. The tempting way to build a picker is a custom pointer-drag loop with hand-rolled friction and a snap animation. This does the opposite and gets better physics for free: the list is a real scroll container with scroll-snap-type: y mandatory and scroll-snap-align: center, so the platform supplies flick momentum, rubber-banding and every accessibility affordance, and each fling necessarily lands centred on an item.
The important consequence is that selection is derived, not stored: the active index is round(scrollTop / itemHeight), read off the scroller rather than kept in a parallel piece of state that could drift out of sync with what the user sees. Committing the choice waits for the snap to settle — scrollend is the right event but is not implemented everywhere, so there is a debounced fallback behind it.
The 3D drum is presentation layered on top: each row is transformed by its distance from centre (rotated on X and pushed back in Z under a perspective) and faded, which is what sells the curved barrel. Turn drum off and the same scroll mechanics drive a flat list — the physics are unchanged because they were never the component's own code.
Props: items (string[], required), label, initialIndex (0), drum (true — the 3D barrel), inspect (renders the live state), onStateChange.
Install: npx moumenlab add inertial-wheel-list — or npx shadcn@latest add https://lab.moumen.dev/r/inertial-wheel-list.json. Dependencies: motion. Installs to components/lab/inertial-wheel-list.tsx.
Vault note. moumenlab ships React only, so this preview runs the component source verbatim from the shared esbuild bundle (see scripts/build-moumenlab.py). The Data buttons swap the dataset — times, years and font sizes — remounting so the drum re-seeds its scroll position.
Code
"use client";
import {
useCallback,
useEffect,
useId,
useLayoutEffect,
useRef,
useState,
type CSSProperties,
type KeyboardEvent,
} from "react";
import { motion, useReducedMotion, useScroll, useTransform, type MotionValue } from "motion/react";
// Inertial wheel list — the iOS picker drum, rebuilt on one principle: the
// SCROLL POSITION IS THE STATE. Nothing is scroll-jacked and no library fakes
// the physics: the scroller is a plain overflow-y list, so the browser (and a
// thumb on a phone) owns momentum, and `scroll-snap-type: y mandatory` +
// `scroll-snap-align: center` land every fling on an item. The selection is
// DERIVED from scrollTop — round(scrollTop / itemHeight) — never stored beside
// it, so the two can't disagree.
//
// The drum look is paint, not layout: motion's `useScroll` tracks the scroller
// and every item derives `rotateX(±38° · t) scale(1.14 → 0.80)` and opacity from
// its distance to the viewport's centre via `useTransform` — motion values
// update outside the React render loop, GPU-composited, no per-frame setState.
// The edge fade is a `mask-image` gradient on the scroller, so items dissolve at
// the rim instead of clipping.
//
// Settling: `scrollend` fires when the snap lands, but not in every engine, so
// a 140ms quiet-timer fallback commits the same selection. Keyboard follows the
// listbox pattern — the scroller is the single tab stop, arrows/Home/End scroll
// to the neighbour (which updates selection because selection IS scroll) and
// aria-activedescendant tracks the centre item. Honours prefers-reduced-motion:
// transforms stay flat, programmatic scrolls jump.
//
// Geometry lives in three CSS custom properties on the root (--wheel-w/-h/-item)
// so the same wheel is fluid on a phone. Fully Tailwind; animation via motion/react.
const WHEEL_VARS = {
"--wheel-w": "14rem",
"--wheel-h": "12.5rem",
"--wheel-item": "2.5rem",
} as CSSProperties;
export interface WheelState {
value: string;
index: number;
count: number;
settled: boolean;
}
interface Metrics {
itemH: number;
centers: number[];
half: number;
}
// Fallback geometry (16px root): item 40px, viewport 200px — used until the
// first real measure lands.
const fallbackMetrics = (count: number): Metrics => ({
itemH: 40,
centers: Array.from({ length: count }, (_, i) => 80 + 40 * i + 20),
half: 100,
});
export default function WheelList({
items,
label = "Pick a value",
initialIndex = 0,
drum = true,
inspect = false,
onStateChange,
}: {
items: string[];
label?: string;
initialIndex?: number;
drum?: boolean;
inspect?: boolean;
onStateChange?: (state: WheelState) => void;
}) {
const scrollerRef = useRef<HTMLDivElement>(null);
const settleTimer = useRef(0);
const idBase = useId();
const reduced = useReducedMotion();
const [metrics, setMetrics] = useState<Metrics>(() => fallbackMetrics(items.length));
const [index, setIndex] = useState(initialIndex);
const [settled, setSettled] = useState(true);
const indexRef = useRef(initialIndex);
const metricsRef = useRef(metrics);
metricsRef.current = metrics;
const { scrollY } = useScroll({ container: scrollerRef });
const clampIndex = useCallback(
(i: number) => Math.min(Math.max(i, 0), items.length - 1),
[items.length],
);
function handleScroll() {
// Selection derives from the scroll on every frame; it commits when the
// snap lands (scrollend where the engine has it, the quiet-timer elsewhere).
const scroller = scrollerRef.current;
if (scroller) {
const next = clampIndex(Math.round(scroller.scrollTop / metricsRef.current.itemH));
if (next !== indexRef.current) {
indexRef.current = next;
setIndex(next);
}
}
setSettled(false);
window.clearTimeout(settleTimer.current);
settleTimer.current = window.setTimeout(() => setSettled(true), 140);
}
function handleScrollEnd() {
window.clearTimeout(settleTimer.current);
setSettled(true);
}
function scrollToIndex(i: number, smooth = true) {
const scroller = scrollerRef.current;
if (!scroller) return;
scroller.scrollTo({
top: clampIndex(i) * metricsRef.current.itemH,
behavior: smooth && !reduced ? "smooth" : "auto",
});
}
function handleKeyDown(event: KeyboardEvent<HTMLDivElement>) {
const steps: Record<string, number> = { ArrowUp: -1, ArrowDown: 1, PageUp: -5, PageDown: 5 };
let target: number;
if (event.key in steps) target = indexRef.current + steps[event.key];
else if (event.key === "Home") target = 0;
else if (event.key === "End") target = items.length - 1;
else return;
event.preventDefault();
scrollToIndex(target);
}
// Measure once (and on resize / new items): item height, each centre, and the
// half-viewport — cached so the motion transforms never read layout.
useLayoutEffect(() => {
const scroller = scrollerRef.current;
if (!scroller) return undefined;
const measure = () => {
const options = scroller.querySelectorAll<HTMLElement>('[role="option"]');
if (!options.length) return;
setMetrics({
itemH: options[0].offsetHeight,
centers: Array.from(options, (el) => el.offsetTop + el.offsetHeight / 2),
half: scroller.clientHeight / 2,
});
};
measure();
const observer = typeof ResizeObserver !== "undefined" ? new ResizeObserver(measure) : null;
observer?.observe(scroller);
return () => observer?.disconnect();
}, [items]);
// Land on the initial value before first paint — no snap animation on load.
useLayoutEffect(() => {
const scroller = scrollerRef.current;
if (scroller) scroller.scrollTop = clampIndex(initialIndex) * metricsRef.current.itemH;
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
useEffect(() => () => window.clearTimeout(settleTimer.current), []);
useEffect(() => {
onStateChange?.({ value: items[index], index, count: items.length, settled });
}, [items, index, settled, onStateChange]);
const optionId = (i: number) => `${idBase}-opt-${i}`;
const value = items[index];
return (
<div className="relative w-full max-w-[var(--wheel-w)]" style={WHEEL_VARS}>
<div className="relative p-2 rounded-[1.25rem] bg-card shadow-border">
{/* The selection lens: a static bar the centred item scrolls through. */}
<span
className="absolute left-2 right-2 top-1/2 h-[var(--wheel-item)] -translate-y-1/2 rounded-xl bg-muted pointer-events-none"
aria-hidden="true"
/>
<div
className="relative h-[var(--wheel-h)] overflow-y-auto overscroll-contain rounded-xl [scroll-snap-type:y_mandatory] [perspective:44rem] [scrollbar-width:none] [&::-webkit-scrollbar]:hidden [mask-image:linear-gradient(to_bottom,transparent_0,#000_30%,#000_70%,transparent_100%)] [-webkit-mask-image:linear-gradient(to_bottom,transparent_0,#000_30%,#000_70%,transparent_100%)] focus-visible:outline-2 focus-visible:-outline-offset-2 focus-visible:outline-ring"
ref={scrollerRef}
role="listbox"
aria-label={label}
aria-activedescendant={optionId(index)}
tabIndex={0}
data-drum={drum ? "true" : "false"}
onScroll={handleScroll}
onScrollEnd={handleScrollEnd}
onKeyDown={handleKeyDown}
>
<ul className="[padding-block:calc((var(--wheel-h)-var(--wheel-item))/2)]">
{items.map((item, i) => (
<Option
key={item}
id={optionId(i)}
label={item}
selected={i === index}
scrollY={scrollY}
center={metrics.centers[i] ?? fallbackMetrics(items.length).centers[i]}
half={metrics.half}
drum={drum}
flat={Boolean(reduced)}
onClick={() => scrollToIndex(i)}
/>
))}
</ul>
</div>
{inspect && (
<>
<span
className="absolute left-1 right-1 top-1/2 z-[5] border-t-[1.5px] border-dashed border-[#ef4444] pointer-events-none"
aria-hidden="true"
/>
<span className="absolute z-[6] top-1 left-1/2 -translate-x-1/2 px-[0.3125rem] py-[0.0625rem] text-[0.625rem] leading-normal font-medium tracking-[0.01em] whitespace-nowrap bg-white rounded-[0.25rem] shadow-[0_1px_2px_rgba(0,0,0,0.08)] pointer-events-none tabular-nums text-[#dc2626] border border-[#fecaca]">
{drum ? "rotateX(38° · t) · " : ""}scale(1.14 − 0.34|t|)
</span>
<span className="absolute z-[6] bottom-1 left-1/2 -translate-x-1/2 px-[0.3125rem] py-[0.0625rem] text-[0.625rem] leading-normal font-medium tracking-[0.01em] whitespace-nowrap bg-white rounded-[0.25rem] shadow-[0_1px_2px_rgba(0,0,0,0.08)] pointer-events-none tabular-nums text-[#2563eb] border border-[#bfdbfe]">
index = round(scrollTop / {metrics.itemH}px) · snap mandatory
</span>
</>
)}
</div>
<p className="sr-only" role="status" aria-live="polite">
{settled ? `Selected ${value}` : "Scrolling"}
</p>
</div>
);
}
// One drum row. `t` is the item's signed distance from the viewport centre in
// half-viewport units — the centre item is biggest (scale 1.14) and the rim
// dissolves, by continuous function rather than a styled selected class. All
// four styles are motion values derived from the scroll: no React re-render,
// no layout read, GPU-composited.
function Option({
id,
label,
selected,
scrollY,
center,
half,
drum,
flat,
onClick,
}: {
id: string;
label: string;
selected: boolean;
scrollY: MotionValue<number>;
center: number;
half: number;
drum: boolean;
flat: boolean;
onClick: () => void;
}) {
const t = useTransform(scrollY, (v) => Math.max(-1, Math.min(1, (center - (v + half)) / half)));
const rotateX = useTransform(t, (tv) => (flat || !drum ? 0 : -38 * tv));
const scale = useTransform(t, (tv) => (flat ? 1 : 1.14 - 0.34 * Math.abs(tv)));
const opacity = useTransform(t, (tv) => (flat ? 1 : 1 - 0.55 * Math.abs(tv)));
return (
<motion.li
id={id}
role="option"
aria-selected={selected}
className="h-[var(--wheel-item)] flex items-center justify-center [scroll-snap-align:center] text-[0.9375rem] font-medium tabular-nums text-foreground cursor-pointer select-none"
style={{ rotateX, scale, opacity }}
onClick={onClick}
>
{label}
</motion.li>
);
}"use client";
import WheelList from "./inertial-wheel-list";
// Every quarter hour of the day; the wheel starts on 9:00 AM (index 36).
export const TIMES: string[] = [];
for (let m = 0; m < 24 * 60; m += 15) {
const h = Math.floor(m / 60);
TIMES.push(`${h % 12 === 0 ? 12 : h % 12}:${String(m % 60).padStart(2, "0")} ${h < 12 ? "AM" : "PM"}`);
}
export default function WheelListExample() {
return (
<div className="flex flex-wrap items-start justify-center gap-6">
{/* Default: the 3D drum. Selection derives from the scroll position and
commits when the snap settles. */}
<WheelList
items={TIMES}
label="Pick a start time"
initialIndex={36}
onStateChange={(state) => console.log(state.settled ? `selected ${state.value}` : "coasting")}
/>
{/* drum={false}: a flat wheel — keeps the scale + fade, drops the rotateX. */}
<WheelList items={TIMES} label="Pick a start time" initialIndex={36} drum={false} />
</div>
);
}moumenlab by Moumen Soliman — https://lab.moumen.dev/components/inertial-wheel-list MIT (https://github.com/moumen-soliman/lab). Full staged extract (tagline, install, usage, complete source): raw/moumenlab/inertial-wheel-list.md.
.claude/skills/design-vault/references/inertial-wheel-list.mdInteraction Patterns
Drag-to-Reorder List
A reorderable list where the siblings glide out of the way one slot at a time and the drop lands with a FLIP, so nothing ever jumps. Keyboard reordering included. From moumenlab, React + motion/react.
Live preview
How it works
How it works. Three separate motion systems run at once, each with a different job, all driven through motion values rather than React state:
- The dragged card follows the pointer raw. Its
ymotion value is set
directly from the pointermove handler with no easing and no React render on that path. Any smoothing between hand and card reads as lag, and a re-render per move would be the thing that makes a drag feel cheap.
- Siblings glide, retargetably. As the dragged card crosses a slot
boundary, each displaced sibling animates exactly one slot. Because these are animations on motion values rather than discrete class swaps, reversing direction mid-glide just redirects the in-flight animation instead of snapping.
- The drop is a FLIP. Rects are captured before the commit; React then
reflows into the new order; each card is inverted back to the screen position it visually occupied and animated home. The list is already correct in the DOM while the pixels are still catching up, which is why the commit is invisible.
Around that: rubber-banding past the ends (damped 4:1), pointer capture so a fast drag cannot be stolen by another element, multi-touch guarding, and a complete keyboard path — focus the grip, Space to grab, arrows to move, Escape to cancel — narrated to screen readers. Setting flip to false drops all of it to a hard snap, which is a useful A/B for feeling what the animation is actually buying.
Props: items (controlled order — pair with onReorder), defaultItems (uncontrolled), onReorder, flip (true), inspect, onStateChange.
Install: npx moumenlab add drag-to-reorder-list — or npx shadcn@latest add https://lab.moumen.dev/r/drag-to-reorder-list.json. Dependencies: motion. Installs to components/lab/drag-to-reorder-list.tsx.
Vault note. moumenlab ships React only, so this preview runs the component source verbatim from the shared esbuild bundle (see scripts/build-moumenlab.py). It is left uncontrolled on purpose — the component owns the order, which is what its keyboard and FLIP paths are written against; Reset order remounts it.
Code
"use client";
import { useEffect, useLayoutEffect, useRef, useState } from "react";
import { MotionConfig, animate, motion, useReducedMotion, type MotionValue, motionValue } from "motion/react";
// Drag-to-reorder list with FLIP.
//
// Three motion systems working together without fighting, all driven through
// motion/react's motion values:
//
// 1. The dragged card follows the pointer RAW — its y motion value is
// `jump()`ed straight from the pointermove handler (no easing: any easing
// between hand and card reads as lag; no React render on the hot path).
// 2. Siblings glide out of the way: as the dragged card crosses slot
// boundaries each displaced sibling's y is `animate()`d exactly one slot —
// retargetable, so reversing mid-glide just works.
// 3. The drop is a FLIP: capture First rects before the commit, let React
// reflow, then Invert each card back to its old screen pixels and
// `animate()` it home. Nothing jumps.
//
// Plus rubber-banding past the ends (4:1 damped), pointer capture, multi-touch
// protection, and a full keyboard path (grip → Space grabs → arrows move →
// Escape cancels) narrated to screen readers. Requires the lab-theme tokens.
// Fully Tailwind, no CSS files.
const DRAG_THRESHOLD = 4;
const EASE = [0.22, 1, 0.36, 1] as const;
const MOVE = { duration: 0.2, ease: EASE } as const;
const LIFT = { duration: 0.16, ease: EASE } as const;
export interface ReorderItem {
id: string;
label: string;
meta?: string;
}
export interface ReorderState {
order: string[];
dragging: string | null;
from: number | null;
to: number | null;
grabbed: boolean;
lastMove: { label: string; from: number; to: number } | null;
}
interface DragData {
row: HTMLLIElement;
pointerId: number;
index: number;
startY: number;
active: boolean;
slot: number;
to: number;
rows?: HTMLLIElement[];
}
export default function DragReorderList({
items: controlledItems,
defaultItems = DEFAULT_ITEMS,
onReorder,
flip = true,
inspect = false,
onStateChange,
}: {
/** Controlled item order; pair with onReorder. Omit for uncontrolled. */
items?: ReorderItem[];
defaultItems?: ReorderItem[];
onReorder?: (items: ReorderItem[]) => void;
/** false = hard snap, no glides/FLIP. */
flip?: boolean;
inspect?: boolean;
onStateChange?: (state: ReorderState) => void;
}) {
const [uncontrolled, setUncontrolled] = useState(controlledItems ?? defaultItems);
const items = controlledItems ?? uncontrolled;
const setItems = (updater: (list: ReorderItem[]) => ReorderItem[]) => {
const next = updater(items);
if (controlledItems === undefined) setUncontrolled(next);
onReorder?.(next);
};
const [dragging, setDragging] = useState<{ id: string; from: number } | null>(null);
const [target, setTarget] = useState<number | null>(null);
const [grabbed, setGrabbed] = useState<{ id: string; from: number } | null>(null);
const [lastMove, setLastMove] = useState<{ label: string; from: number; to: number } | null>(null);
const [announce, setAnnounce] = useState("");
const listRef = useRef<HTMLUListElement>(null);
const flipRectsRef = useRef<Map<string, DOMRect> | null>(null);
const dragRef = useRef<DragData | null>(null);
const grabSnapshotRef = useRef<ReorderItem[] | null>(null);
const justDraggedRef = useRef(false);
// One y motion value per row id — the single writing channel for all three
// motion systems, so they can never fight over a transform.
const yMapRef = useRef(new Map<string, MotionValue<number>>());
const slotYRef = useRef(motionValue(0));
const reduced = useReducedMotion();
const yFor = (id: string) => {
let mv = yMapRef.current.get(id);
if (!mv) {
mv = motionValue(0);
yMapRef.current.set(id, mv);
}
return mv;
};
const rowNodes = () => [...(listRef.current?.querySelectorAll<HTMLLIElement>("[data-reorder-item]") ?? [])];
const glide = (mv: MotionValue<number>, to: number) => {
if (flip && !reduced) animate(mv, to, MOVE);
else mv.jump(to);
};
// FLIP: after any commit that captured First rects, zero everyone, measure the
// clean layout, invert, then animate() home.
useLayoutEffect(() => {
const prev = flipRectsRef.current;
flipRectsRef.current = null;
const list = listRef.current;
if (!prev || !list) return;
const rows = rowNodes();
for (const row of rows) yFor(row.dataset.id!).jump(0);
void list.offsetWidth;
if (flip && !reduced) {
for (const row of rows) {
const before = prev.get(row.dataset.id!);
if (!before) continue;
const dy = before.top - row.getBoundingClientRect().top;
if (dy) {
const mv = yFor(row.dataset.id!);
mv.jump(dy); // Invert: hold the old pixels
animate(mv, 0, MOVE); // Play: glide home
}
}
}
}, [items, flip, reduced]);
useEffect(() => {
onStateChange?.({
order: items.map((item) => item.label),
dragging: dragging ? items.find((item) => item.id === dragging.id)?.label ?? null : null,
from: dragging?.from ?? grabbed?.from ?? null,
to: dragging ? target : grabbed ? items.findIndex((item) => item.id === grabbed.id) : null,
grabbed: Boolean(grabbed),
lastMove,
});
}, [items, dragging, target, grabbed, lastMove, onStateChange]);
function moveItem(list: ReorderItem[], from: number, to: number) {
const next = [...list];
const [picked] = next.splice(from, 1);
next.splice(to, 0, picked);
return next;
}
function commitOrder(from: number, to: number) {
const list = listRef.current;
if (!list) return;
const rects = new Map<string, DOMRect>();
for (const row of rowNodes()) rects.set(row.dataset.id!, row.getBoundingClientRect());
flipRectsRef.current = rects;
const moved = items[from];
setItems((current) => moveItem(current, from, to));
setLastMove({ label: moved.label, from: from + 1, to: to + 1 });
}
function handlePointerDown(event: React.PointerEvent<HTMLLIElement>, index: number) {
if (dragRef.current) return;
if (event.button !== undefined && event.button !== 0) return;
const row = event.currentTarget;
row.setPointerCapture(event.pointerId);
dragRef.current = { row, pointerId: event.pointerId, index, startY: event.clientY, active: false, slot: 0, to: index };
}
function handlePointerMove(event: React.PointerEvent<HTMLLIElement>) {
const drag = dragRef.current;
if (!drag || event.pointerId !== drag.pointerId) return;
const dy = event.clientY - drag.startY;
if (!drag.active) {
if (Math.abs(dy) < DRAG_THRESHOLD) return;
const rows = rowNodes();
drag.active = true;
drag.slot = rows.length > 1 ? rows[1].getBoundingClientRect().top - rows[0].getBoundingClientRect().top : rows[0].offsetHeight;
drag.rows = rows;
slotYRef.current.jump(drag.index * drag.slot);
setDragging({ id: drag.row.dataset.id!, from: drag.index });
setTarget(drag.index);
}
const max = (items.length - 1 - drag.index) * drag.slot;
const min = -drag.index * drag.slot;
let offset = dy;
if (offset > max) offset = max + (offset - max) / 4;
if (offset < min) offset = min + (offset - min) / 4;
// The hand gets no easing: jump(), never animate().
yFor(drag.row.dataset.id!).jump(offset);
const to = Math.max(0, Math.min(items.length - 1, Math.round((drag.index * drag.slot + Math.max(min, Math.min(max, dy))) / drag.slot)));
if (to !== drag.to) {
drag.to = to;
setTarget(to);
if (flip && !reduced) slotYRef.current && animate(slotYRef.current, to * drag.slot, MOVE);
else slotYRef.current.jump(to * drag.slot);
drag.rows!.forEach((row, j) => {
if (row === drag.row) return;
let shift = 0;
if (drag.index < j && j <= to) shift = -drag.slot;
if (to <= j && j < drag.index) shift = drag.slot;
glide(yFor(row.dataset.id!), shift);
});
}
}
function settleAll(drag: DragData) {
glide(yFor(drag.row.dataset.id!), 0);
drag.rows?.forEach((row) => {
if (row !== drag.row) glide(yFor(row.dataset.id!), 0);
});
}
function handlePointerUp(event: React.PointerEvent<HTMLLIElement>) {
const drag = dragRef.current;
if (!drag || event.pointerId !== drag.pointerId) return;
dragRef.current = null;
if (!drag.active) return;
justDraggedRef.current = true;
setDragging(null);
setTarget(null);
if (drag.to !== drag.index) commitOrder(drag.index, drag.to);
else settleAll(drag);
}
function cancelPointerDrag() {
const drag = dragRef.current;
if (!drag) return;
dragRef.current = null;
if (!drag.active) return;
justDraggedRef.current = true;
setDragging(null);
setTarget(null);
settleAll(drag);
}
useEffect(() => {
if (!dragging) return undefined;
const onKeyDown = (event: KeyboardEvent) => {
if (event.key === "Escape") cancelPointerDrag();
};
document.addEventListener("keydown", onKeyDown);
return () => document.removeEventListener("keydown", onKeyDown);
}, [dragging]);
function handleGripKeyDown(event: { key: string; preventDefault: () => void }, index: number) {
const item = items[index];
const isGrabbed = grabbed?.id === item.id;
if (event.key === " " || event.key === "Enter") {
event.preventDefault();
if (isGrabbed) {
setGrabbed(null);
grabSnapshotRef.current = null;
setAnnounce(`${item.label} dropped at position ${index + 1} of ${items.length}.`);
} else {
setGrabbed({ id: item.id, from: index });
grabSnapshotRef.current = items;
setAnnounce(`${item.label} grabbed at position ${index + 1} of ${items.length}. Use arrow keys to move, Space to drop, Escape to cancel.`);
}
} else if (isGrabbed && (event.key === "ArrowUp" || event.key === "ArrowDown")) {
event.preventDefault();
const to = event.key === "ArrowUp" ? index - 1 : index + 1;
if (to < 0 || to >= items.length) return;
commitOrder(index, to);
setAnnounce(`${item.label} moved to position ${to + 1} of ${items.length}.`);
requestAnimationFrame(() => {
listRef.current?.querySelectorAll<HTMLButtonElement>("[data-reorder-grip]")[to]?.focus();
});
} else if (isGrabbed && event.key === "Escape") {
event.preventDefault();
const snapshot = grabSnapshotRef.current;
grabSnapshotRef.current = null;
setGrabbed(null);
if (snapshot && snapshot !== items) {
const from = items.findIndex((entry) => entry.id === item.id);
const to = snapshot.findIndex((entry) => entry.id === item.id);
commitOrder(from, to);
}
setAnnounce(`Reorder cancelled. ${item.label} is back at its original position.`);
}
}
const slotHeights = () => {
const rows = rowNodes();
return {
slot: rows.length > 1 ? rows[1].offsetTop - rows[0].offsetTop : 56,
cardH: rows[0]?.offsetHeight ?? 48,
};
};
return (
<MotionConfig reducedMotion="user">
<div className="relative w-full max-w-80" data-inspect={inspect ? "true" : "false"}>
<ul
className={`relative flex flex-col gap-2${inspect ? " outline outline-[1.5px] outline-dashed outline-[#3b82f6] outline-offset-[6px]" : ""}`}
ref={listRef}
role="list"
aria-label="Release checklist, reorderable"
>
{items.map((item, index) => {
const isDragged = dragging?.id === item.id;
const isGrabbed = grabbed?.id === item.id;
const lifted = isDragged || isGrabbed;
return (
<motion.li
key={item.id}
data-id={item.id}
data-reorder-item
className={`relative touch-none select-none ${lifted ? "z-10" : ""}`}
style={{ y: yFor(item.id) }}
onPointerDown={(event) => handlePointerDown(event, index)}
onPointerMove={handlePointerMove}
onPointerUp={handlePointerUp}
onPointerCancel={cancelPointerDrag}
>
<motion.div
className={`flex items-center gap-2.5 py-2.5 pl-2 pr-3.5 bg-card rounded-xl ${lifted ? "cursor-grabbing" : "cursor-grab"}${
lifted && inspect ? " outline outline-[1.5px] outline-dashed outline-[#ef4444]" : ""
}`}
initial={false}
animate={
lifted
? { scale: 1.02, boxShadow: "0 0 0 1px rgba(0,0,0,0.06), 0 12px 28px -10px rgba(0,0,0,0.28)" }
: { scale: 1, boxShadow: "0 0 0 1px rgba(0,0,0,0.06), 0 1px 2px -1px rgba(0,0,0,0.06), 0 2px 4px 0 rgba(0,0,0,0.04)" }
}
transition={LIFT}
>
<button
type="button"
data-reorder-grip
className="grid place-items-center w-9 h-9 rounded-lg text-muted-foreground/70 cursor-grab [transition:background-color_200ms_ease,color_200ms_ease] hover:bg-accent hover:text-foreground focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-ring aria-pressed:bg-primary aria-pressed:text-primary-foreground"
aria-label={`Reorder ${item.label}, position ${index + 1} of ${items.length}${isGrabbed ? ", grabbed" : ""}`}
aria-pressed={isGrabbed}
onKeyDown={(event) => handleGripKeyDown(event, index)}
onClick={(event) => {
if (justDraggedRef.current) {
justDraggedRef.current = false;
return;
}
if (event.detail > 0) handleGripKeyDown({ key: " ", preventDefault: () => {} }, index);
}}
>
<GripIcon />
</button>
<span className="flex flex-col min-w-0 flex-1">
<span className="text-sm font-medium text-foreground whitespace-nowrap overflow-hidden text-ellipsis">{item.label}</span>
{item.meta && <span className="text-[0.6875rem] text-muted-foreground/70">{item.meta}</span>}
</span>
<span className="flex-none text-xs font-medium text-muted-foreground/70 tabular-nums" aria-hidden="true">
{index + 1}
</span>
</motion.div>
{inspect && isDragged && (
<span className="absolute bottom-[calc(100%+0.3rem)] left-0 z-20 whitespace-nowrap rounded-[0.25rem] border border-[#fecaca] bg-white px-[0.3125rem] py-[0.0625rem] text-[0.625rem] font-medium leading-normal text-[#dc2626] shadow-[0_1px_2px_rgba(0,0,0,0.08)] pointer-events-none">
y: pointer Δy via mv.jump(), no easing · rubber past ends
</span>
)}
</motion.li>
);
})}
{inspect &&
dragging &&
target !== null &&
(() => {
const { cardH } = slotHeights();
return (
<motion.span
className="absolute top-0 left-0 right-0 border-[1.5px] border-dashed border-[#f59e0b] rounded-xl pointer-events-none z-[5]"
style={{ y: slotYRef.current, height: cardH }}
aria-hidden="true"
>
<span className="absolute top-1/2 -right-1.5 translate-x-full -translate-y-1/2 whitespace-nowrap rounded-[0.25rem] border border-[#fde68a] bg-white px-[0.3125rem] py-[0.0625rem] text-[0.625rem] font-medium leading-normal text-[#b45309] shadow-[0_1px_2px_rgba(0,0,0,0.08)]">
drop slot {target + 1}
</span>
</motion.span>
);
})()}
</ul>
<span className="sr-only" aria-live="polite">
{announce}
</span>
{inspect && (
<span className="absolute top-[calc(100%+0.65rem)] left-0 z-20 whitespace-nowrap rounded-[0.25rem] border border-[#bfdbfe] bg-white px-[0.3125rem] py-[0.0625rem] text-[0.625rem] font-medium leading-normal text-[#2563eb] shadow-[0_1px_2px_rgba(0,0,0,0.08)] pointer-events-none">
siblings shift ±1 slot · drop = FLIP: measure → invert → animate()
</span>
)}
</div>
</MotionConfig>
);
}
const DEFAULT_ITEMS: ReorderItem[] = [
{ id: "design", label: "Design review", meta: "figma" },
{ id: "mention", label: "Ship mention popover", meta: "lab" },
{ id: "staging", label: "Deploy staging", meta: "vercel" },
{ id: "changelog", label: "Write changelog", meta: "notion" },
{ id: "announce", label: "Announce release", meta: "social" },
];
function GripIcon() {
return (
<svg width="14" height="14" viewBox="0 0 24 24" fill="currentColor" aria-hidden="true">
<circle cx="9" cy="5" r="1.7" />
<circle cx="15" cy="5" r="1.7" />
<circle cx="9" cy="12" r="1.7" />
<circle cx="15" cy="12" r="1.7" />
<circle cx="9" cy="19" r="1.7" />
<circle cx="15" cy="19" r="1.7" />
</svg>
);
}"use client";
import { useState } from "react";
import DragReorderList, { type ReorderItem } from "./drag-to-reorder-list";
const TASKS: ReorderItem[] = [
{ id: "design", label: "Design review", meta: "figma" },
{ id: "mention", label: "Ship mention popover", meta: "lab" },
{ id: "staging", label: "Deploy staging", meta: "vercel" },
{ id: "changelog", label: "Write changelog", meta: "notion" },
{ id: "announce", label: "Announce release", meta: "social" },
];
export default function DragReorderListExample() {
// Controlled: hold the order yourself and persist it in onReorder.
const [items, setItems] = useState(TASKS);
return (
<div className="flex flex-col items-center gap-6">
<DragReorderList items={items} onReorder={setItems} />
{/* flip={false} is the hard-snap comparison — same math, no glides. */}
<DragReorderList defaultItems={TASKS.slice(0, 3)} flip={false} />
</div>
);
}moumenlab by Moumen Soliman — https://lab.moumen.dev/components/drag-to-reorder-list MIT (https://github.com/moumen-soliman/lab). Full staged extract (tagline, install, usage, complete source): raw/moumenlab/drag-to-reorder-list.md.
.claude/skills/design-vault/references/drag-to-reorder-list.md