@nous-research/ui 0.12.0 → 0.13.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/hooks/use-render-loop.d.ts +42 -0
- package/dist/hooks/use-render-loop.d.ts.map +1 -0
- package/dist/hooks/use-render-loop.js +62 -0
- package/dist/hooks/use-render-loop.js.map +1 -0
- package/dist/ui/components/image-distortion.d.ts.map +1 -1
- package/dist/ui/components/image-distortion.js +27 -2
- package/dist/ui/components/image-distortion.js.map +1 -1
- package/dist/ui/components/overlays/glitch.d.ts.map +1 -1
- package/dist/ui/components/overlays/glitch.js +27 -25
- package/dist/ui/components/overlays/glitch.js.map +1 -1
- package/dist/ui/components/overlays/greys.d.ts.map +1 -1
- package/dist/ui/components/overlays/greys.js +41 -34
- package/dist/ui/components/overlays/greys.js.map +1 -1
- package/dist/ui/components/overlays/noise.d.ts.map +1 -1
- package/dist/ui/components/overlays/noise.js +39 -29
- package/dist/ui/components/overlays/noise.js.map +1 -1
- package/dist/ui/components/scene-canvas.d.ts +9 -1
- package/dist/ui/components/scene-canvas.d.ts.map +1 -1
- package/dist/ui/components/scene-canvas.js +13 -2
- package/dist/ui/components/scene-canvas.js.map +1 -1
- package/dist/ui/components/tier-card.d.ts.map +1 -1
- package/dist/ui/components/tier-card.js +1 -2
- package/dist/ui/components/tier-card.js.map +1 -1
- package/dist/ui/components/tv.d.ts.map +1 -1
- package/dist/ui/components/tv.js +31 -4
- package/dist/ui/components/tv.js.map +1 -1
- package/dist/ui/globals.css +1 -1
- package/package.json +10 -9
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/**
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* Visibility- and intersection-aware render-loop helper for the WebGL
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* overlays.
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*
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* The overlays were previously running fragment shaders at 60fps for the
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* entire lifetime of the page — including when the tab was hidden, the
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* canvas had been scrolled out of view, or the user had been idle for
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* hours. On retina laptops the compositor cost of mix-blend-mode on a
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* full-viewport canvas plus continuous WebGL rasterisation is enough to
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* keep the GPU hot indefinitely, which is what manifests as "fans go
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* crazy after 2 hours of idle".
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*
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* `runRenderLoop` wraps a frame callback so that it:
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*
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* 1. Pauses entirely when `document.hidden` is true (background tab,
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* minimised window, screen locked).
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* 2. Pauses when the canvas's bounding rect is offscreen (we tell
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* `IntersectionObserver` to look at the canvas itself).
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* 3. Optionally caps the frame rate via a min-interval — the previous
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* `gpuTier === 1 ? setTimeout(loop, 100) : raf` trick is preserved
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* and extended so even tier-2 GPUs cap at e.g. 30fps for overlays
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* that don't need 60.
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*
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* The callback receives the *delta* time in seconds since the last call
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* (so `uTime` advances correctly across pauses without ever skipping
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* forward by hours).
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*/
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interface RunRenderLoopOptions {
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/** Element to observe with IntersectionObserver. When fully out of
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* view, the loop pauses. Pass the canvas element itself. */
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el: Element;
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/** Min ms between frames. 0 = no cap (uses requestAnimationFrame).
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* Anything > 0 uses setTimeout-driven scheduling. */
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minIntervalMs?: number;
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/** Frame callback. Receives the elapsed seconds since the previous
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* *executed* frame (not since the previous scheduled frame), so
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* uniforms keyed off this value will not jump after a long pause. */
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onFrame: (deltaSeconds: number) => void;
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}
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export declare function runRenderLoop({ el, minIntervalMs, onFrame }: RunRenderLoopOptions): () => void;
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export {};
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//# sourceMappingURL=use-render-loop.d.ts.map
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{"version":3,"file":"use-render-loop.d.ts","sourceRoot":"","sources":["../../src/hooks/use-render-loop.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAEH,UAAU,oBAAoB;IAC5B;iEAC6D;IAC7D,EAAE,EAAE,OAAO,CAAA;IACX;0DACsD;IACtD,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB;;0EAEsE;IACtE,OAAO,EAAE,CAAC,YAAY,EAAE,MAAM,KAAK,IAAI,CAAA;CACxC;AAED,wBAAgB,aAAa,CAAC,EAC5B,EAAE,EACF,aAAiB,EACjB,OAAO,EACR,EAAE,oBAAoB,cAyEtB"}
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'use client';
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export function runRenderLoop({ el, minIntervalMs = 0, onFrame }) {
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let running = true;
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let visible = !document.hidden;
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let inView = true;
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let last = performance.now();
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let raf = 0;
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let timer;
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const onVisibility = () => {
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visible = !document.hidden;
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// When we come back from a hidden tab, reset the clock so the next
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// frame's delta is ~one frame, not "hours since I was hidden".
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if (visible) {
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last = performance.now();
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schedule();
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}
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};
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const io = new IntersectionObserver(entries => {
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const wasInView = inView;
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inView = entries.some(e => e.isIntersecting);
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if (!wasInView && inView) {
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last = performance.now();
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schedule();
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}
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}, { threshold: 0 });
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io.observe(el);
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document.addEventListener('visibilitychange', onVisibility);
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const tick = () => {
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if (!running)
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return;
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if (!visible || !inView) {
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// Don't reschedule — we'll be re-kicked by visibilitychange or IO.
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return;
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}
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const now = performance.now();
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const delta = (now - last) / 1000;
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last = now;
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onFrame(delta);
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schedule();
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};
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function schedule() {
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if (!running || !visible || !inView)
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return;
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if (minIntervalMs > 0) {
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timer = setTimeout(tick, minIntervalMs);
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}
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else {
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raf = requestAnimationFrame(tick);
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}
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}
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schedule();
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return () => {
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running = false;
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io.disconnect();
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document.removeEventListener('visibilitychange', onVisibility);
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cancelAnimationFrame(raf);
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if (timer !== undefined) {
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clearTimeout(timer);
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}
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};
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}
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//# sourceMappingURL=use-render-loop.js.map
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{"version":3,"file":"use-render-loop.js","sourceRoot":"","sources":["../../src/hooks/use-render-loop.ts"],"names":[],"mappings":"AAAA,YAAY,CAAA;AA2CZ,MAAM,UAAU,aAAa,CAAC,EAC5B,EAAE,EACF,aAAa,GAAG,CAAC,EACjB,OAAO,EACc;IACrB,IAAI,OAAO,GAAG,IAAI,CAAA;IAClB,IAAI,OAAO,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAA;IAC9B,IAAI,MAAM,GAAG,IAAI,CAAA;IACjB,IAAI,IAAI,GAAG,WAAW,CAAC,GAAG,EAAE,CAAA;IAC5B,IAAI,GAAG,GAAG,CAAC,CAAA;IACX,IAAI,KAAgD,CAAA;IAEpD,MAAM,YAAY,GAAG,GAAG,EAAE;QACxB,OAAO,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAA;QAE1B,mEAAmE;QACnE,+DAA+D;QAC/D,IAAI,OAAO,EAAE,CAAC;YACZ,IAAI,GAAG,WAAW,CAAC,GAAG,EAAE,CAAA;YACxB,QAAQ,EAAE,CAAA;QACZ,CAAC;IACH,CAAC,CAAA;IAED,MAAM,EAAE,GAAG,IAAI,oBAAoB,CACjC,OAAO,CAAC,EAAE;QACR,MAAM,SAAS,GAAG,MAAM,CAAA;QACxB,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,cAAc,CAAC,CAAA;QAE5C,IAAI,CAAC,SAAS,IAAI,MAAM,EAAE,CAAC;YACzB,IAAI,GAAG,WAAW,CAAC,GAAG,EAAE,CAAA;YACxB,QAAQ,EAAE,CAAA;QACZ,CAAC;IACH,CAAC,EACD,EAAE,SAAS,EAAE,CAAC,EAAE,CACjB,CAAA;IAED,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,CAAA;IACd,QAAQ,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,YAAY,CAAC,CAAA;IAE3D,MAAM,IAAI,GAAG,GAAG,EAAE;QAChB,IAAI,CAAC,OAAO;YAAE,OAAM;QAEpB,IAAI,CAAC,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC;YACxB,mEAAmE;YACnE,OAAM;QACR,CAAC;QAED,MAAM,GAAG,GAAG,WAAW,CAAC,GAAG,EAAE,CAAA;QAC7B,MAAM,KAAK,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,CAAA;QACjC,IAAI,GAAG,GAAG,CAAA;QAEV,OAAO,CAAC,KAAK,CAAC,CAAA;QACd,QAAQ,EAAE,CAAA;IACZ,CAAC,CAAA;IAED,SAAS,QAAQ;QACf,IAAI,CAAC,OAAO,IAAI,CAAC,OAAO,IAAI,CAAC,MAAM;YAAE,OAAM;QAE3C,IAAI,aAAa,GAAG,CAAC,EAAE,CAAC;YACtB,KAAK,GAAG,UAAU,CAAC,IAAI,EAAE,aAAa,CAAC,CAAA;QACzC,CAAC;aAAM,CAAC;YACN,GAAG,GAAG,qBAAqB,CAAC,IAAI,CAAC,CAAA;QACnC,CAAC;IACH,CAAC;IAED,QAAQ,EAAE,CAAA;IAEV,OAAO,GAAG,EAAE;QACV,OAAO,GAAG,KAAK,CAAA;QACf,EAAE,CAAC,UAAU,EAAE,CAAA;QACf,QAAQ,CAAC,mBAAmB,CAAC,kBAAkB,EAAE,YAAY,CAAC,CAAA;QAC9D,oBAAoB,CAAC,GAAG,CAAC,CAAA;QAEzB,IAAI,KAAK,KAAK,SAAS,EAAE,CAAC;YACxB,YAAY,CAAC,KAAK,CAAC,CAAA;QACrB,CAAC;IACH,CAAC,CAAA;AACH,CAAC","sourcesContent":["'use client'\n\n/**\n * Visibility- and intersection-aware render-loop helper for the WebGL\n * overlays.\n *\n * The overlays were previously running fragment shaders at 60fps for the\n * entire lifetime of the page — including when the tab was hidden, the\n * canvas had been scrolled out of view, or the user had been idle for\n * hours. On retina laptops the compositor cost of mix-blend-mode on a\n * full-viewport canvas plus continuous WebGL rasterisation is enough to\n * keep the GPU hot indefinitely, which is what manifests as \"fans go\n * crazy after 2 hours of idle\".\n *\n * `runRenderLoop` wraps a frame callback so that it:\n *\n * 1. Pauses entirely when `document.hidden` is true (background tab,\n * minimised window, screen locked).\n * 2. Pauses when the canvas's bounding rect is offscreen (we tell\n * `IntersectionObserver` to look at the canvas itself).\n * 3. Optionally caps the frame rate via a min-interval — the previous\n * `gpuTier === 1 ? setTimeout(loop, 100) : raf` trick is preserved\n * and extended so even tier-2 GPUs cap at e.g. 30fps for overlays\n * that don't need 60.\n *\n * The callback receives the *delta* time in seconds since the last call\n * (so `uTime` advances correctly across pauses without ever skipping\n * forward by hours).\n */\n\ninterface RunRenderLoopOptions {\n /** Element to observe with IntersectionObserver. When fully out of\n * view, the loop pauses. Pass the canvas element itself. */\n el: Element\n /** Min ms between frames. 0 = no cap (uses requestAnimationFrame).\n * Anything > 0 uses setTimeout-driven scheduling. */\n minIntervalMs?: number\n /** Frame callback. Receives the elapsed seconds since the previous\n * *executed* frame (not since the previous scheduled frame), so\n * uniforms keyed off this value will not jump after a long pause. */\n onFrame: (deltaSeconds: number) => void\n}\n\nexport function runRenderLoop({\n el,\n minIntervalMs = 0,\n onFrame\n}: RunRenderLoopOptions) {\n let running = true\n let visible = !document.hidden\n let inView = true\n let last = performance.now()\n let raf = 0\n let timer: ReturnType<typeof setTimeout> | undefined\n\n const onVisibility = () => {\n visible = !document.hidden\n\n // When we come back from a hidden tab, reset the clock so the next\n // frame's delta is ~one frame, not \"hours since I was hidden\".\n if (visible) {\n last = performance.now()\n schedule()\n }\n }\n\n const io = new IntersectionObserver(\n entries => {\n const wasInView = inView\n inView = entries.some(e => e.isIntersecting)\n\n if (!wasInView && inView) {\n last = performance.now()\n schedule()\n }\n },\n { threshold: 0 }\n )\n\n io.observe(el)\n document.addEventListener('visibilitychange', onVisibility)\n\n const tick = () => {\n if (!running) return\n\n if (!visible || !inView) {\n // Don't reschedule — we'll be re-kicked by visibilitychange or IO.\n return\n }\n\n const now = performance.now()\n const delta = (now - last) / 1000\n last = now\n\n onFrame(delta)\n schedule()\n }\n\n function schedule() {\n if (!running || !visible || !inView) return\n\n if (minIntervalMs > 0) {\n timer = setTimeout(tick, minIntervalMs)\n } else {\n raf = requestAnimationFrame(tick)\n }\n }\n\n schedule()\n\n return () => {\n running = false\n io.disconnect()\n document.removeEventListener('visibilitychange', onVisibility)\n cancelAnimationFrame(raf)\n\n if (timer !== undefined) {\n clearTimeout(timer)\n }\n }\n}\n"]}
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{"version":3,"file":"image-distortion.d.ts","sourceRoot":"","sources":["../../../src/ui/components/image-distortion.tsx"],"names":[],"mappings":"AAmJA,wBAAgB,eAAe,CAAC,EAC9B,MAAa,EACb,QAAQ,EACR,SAAS,EACT,iBAAiB,EACjB,GAAG,EACH,KAAK,EACL,IAAI,EACJ,YAAY,EACb,EAAE,oBAAoB,
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{"version":3,"file":"image-distortion.d.ts","sourceRoot":"","sources":["../../../src/ui/components/image-distortion.tsx"],"names":[],"mappings":"AAmJA,wBAAgB,eAAe,CAAC,EAC9B,MAAa,EACb,QAAQ,EACR,SAAS,EACT,iBAAiB,EACjB,GAAG,EACH,KAAK,EACL,IAAI,EACJ,YAAY,EACb,EAAE,oBAAoB,2CAmUtB;AAED,MAAM,MAAM,eAAe,GAAG,YAAY,GAAG,QAAQ,GAAG,OAAO,CAAA;AAE/D,UAAU,oBAAoB;IAC5B,MAAM,CAAC,EAAE,OAAO,CAAA;IAChB;;;;OAIG;IACH,QAAQ,CAAC,EAAE,eAAe,CAAA;IAC1B,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,iBAAiB,CAAC,EAAE,MAAM,CAAA;IAC1B,GAAG,EAAE,MAAM,CAAA;IACX,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;IAC3B,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,YAAY,CAAC,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,CAAA;CACpD"}
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@@ -254,6 +254,8 @@ export function ImageDistortion({ active = true, autoPlay, className, fallbackCl
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: [1, 1, 1];
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const t0 = performance.now();
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let raf = 0;
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let visible = !document.hidden;
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let inView = true;
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const loop = () => {
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raf = requestAnimationFrame(loop);
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const s = state.current;
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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};
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const start = () => {
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raf = requestAnimationFrame(loop);
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}
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};
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const stop = () => {
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cancelAnimationFrame(raf);
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}
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};
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const onVisibility = () => {
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visible = !document.hidden;
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visible ? start() : stop();
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};
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const io = new IntersectionObserver(entries => {
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inView = entries.some(e => e.isIntersecting);
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inView ? start() : stop();
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}, { threshold: 0 });
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io.observe(c);
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start();
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stop();
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document.removeEventListener('visibilitychange', onVisibility);
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ro.disconnect();
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c.removeEventListener('pointermove', onMove);
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client'\n\nimport { useEffect, useRef, useState } from 'react'\n\nimport { useGpuTier } from '../../hooks/use-gpu-tier'\nimport { cn, hexToRgb } from '../../utils'\n\nconst NUM_BANDS = 12\n\nconst VERT = `attribute vec2 a;varying vec2 vUv;void main(){vUv=vec2(a.x*.5+.5,.5-a.y*.5);gl_Position=vec4(a,0,1);}`\n\nconst FRAG = `precision highp float;\nuniform float t;\nuniform vec2 r,imgSize,vel;\nuniform sampler2D tex;\nuniform float bands[${NUM_BANDS}];\nuniform vec3 tint;\nuniform float tintStrength;\nvarying vec2 vUv;\n\nfloat h(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}\n\n// cover-style UV: crops the image to fill the canvas, centered\nvec2 coverUV(vec2 uv){\n float canvasAspect=r.x/r.y;\n float imgAspect=imgSize.x/imgSize.y;\n vec2 scale=canvasAspect>imgAspect\n ?vec2(1.0,imgAspect/canvasAspect)\n :vec2(canvasAspect/imgAspect,1.0);\n return(uv-0.5)*scale+0.5;\n}\n\nvoid main(){\n vec2 uv=coverUV(vUv);\n float scanY=floor(vUv.y*r.y);\n\n float bandF=vUv.y*${NUM_BANDS}.0;\n int bandIdx=int(floor(bandF));\n float bandFrac=fract(bandF);\n\n float strength=0.0;\n for(int i=0;i<${NUM_BANDS};i++){\n if(i==bandIdx) strength=bands[i];\n }\n\n float neighborStr=0.0;\n int neighborIdx=bandFrac>.5?bandIdx+1:bandIdx-1;\n for(int i=0;i<${NUM_BANDS};i++){\n if(i==neighborIdx) neighborStr=bands[i];\n }\n float edgeBlend=abs(bandFrac-.5)*2.0;\n edgeBlend*=edgeBlend;\n strength=mix(strength,neighborStr,edgeBlend*.3);\n\n float speed=length(vel);\n float dirBlend=smoothstep(0.0,0.02,speed);\n vec2 dir=speed>.0001?vel/speed:vec2(0);\n dir*=dirBlend;\n\n float rowSeed=h(vec2(scanY,floor(t*3.)+float(bandIdx)*7.));\n float rowVar=mix(.4,1.0,rowSeed);\n\n float ySmooth=vUv.y*6.0+t*0.7;\n float yNoise=mix(h(vec2(floor(ySmooth),13.)),h(vec2(floor(ySmooth)+1.0,13.)),smoothstep(0.0,1.0,fract(ySmooth)));\n float colVar=mix(.4,1.0,yNoise);\n\n float tearShiftX=dir.x*strength*rowVar*0.15;\n float tearShiftY=dir.y*strength*colVar*0.10;\n\n float bandSeed=h(vec2(float(bandIdx),42.));\n tearShiftX+=strength*(.5-bandSeed)*0.05;\n\n float yJitter=mix(h(vec2(floor(ySmooth),73.)),h(vec2(floor(ySmooth)+1.0,73.)),smoothstep(0.0,1.0,fract(ySmooth)));\n tearShiftY+=strength*(.5-yJitter)*0.035;\n\n uv.x+=tearShiftX;\n uv.y+=tearShiftY;\n\n float sortGate=step(.5,strength)*step(.4,rowSeed);\n uv.x+=dir.x*sortGate*strength*0.03;\n uv.y+=dir.y*sortGate*strength*0.02;\n\n float caX=abs(tearShiftX)*2.5+sortGate*strength*0.01;\n float caY=abs(tearShiftY)*2.5+sortGate*strength*0.01;\n float cr=texture2D(tex,vec2(uv.x+caX,uv.y+caY)).r;\n float cg=texture2D(tex,uv).g;\n float cb=texture2D(tex,vec2(uv.x-caX,uv.y-caY)).b;\n\n vec3 col=vec3(cr,cg,cb);\n\n col*=.97+.03*sin(vUv.y*r.y*3.14159);\n\n float bandEdge=smoothstep(.02,.0,min(bandFrac,1.0-bandFrac));\n col+=vec3(bandEdge*strength*.1);\n\n col=mix(col,col*tint,tintStrength);\n\n gl_FragColor=vec4(col,1.0);\n}`\n\n/**\n * Choreographed motion patterns used when `autoPlay` is set. Each pattern\n * returns a synthetic pointer position in [0,1] and a hover intensity in\n * [0,1] for the current time (seconds). They drive the shader without\n * requiring a real pointer, which is what lets us record the distortion\n * as a GIF / screenshot / poster.\n */\nconst AUTOPLAY_PATTERNS: Record<\n AutoPlayPattern,\n (t: number) => { hover: number; mx: number; my: number }\n> = {\n aggressive: t => {\n const cycle = 1.4\n const phase = (t % cycle) / cycle\n const stab = Math.exp(-((phase - 0.15) ** 2) * 260)\n const angle = Math.floor(t / cycle) * 1.37\n const mx = 0.5 + Math.cos(angle) * 0.42 * (stab + 0.15)\n const my = 0.5 + Math.sin(angle) * 0.38 * (stab + 0.15)\n\n return { hover: 0.55 + stab * 0.45, mx, my }\n },\n gentle: t => ({\n hover: 0.45 + Math.sin(t * 0.9) * 0.1,\n mx: 0.5 + Math.sin(t * 0.5) * 0.28,\n my: 0.5 + Math.cos(t * 0.37) * 0.22\n }),\n slash: t => {\n // Long breath -> sword slash -> recoil twitch, repeating.\n const cycle = 3.6\n const phase = (t % cycle) / cycle\n const slash = Math.exp(-((phase - 0.28) ** 2) * 180)\n const micro = Math.exp(-((phase - 0.7) ** 2) * 340)\n\n const driftX = 0.5 + Math.sin(t * 0.7) * 0.16\n const driftY = 0.55 + Math.cos(t * 0.5) * 0.14\n\n // Slash trajectory: bottom-left up into the giant's chest (top-right).\n const slashX = -0.15 + phase * 1.55\n const slashY = 0.95 - phase * 1.35\n\n const mx = driftX * (1 - slash) + slashX * slash\n const my = driftY * (1 - slash) + slashY * slash\n\n return { hover: 0.5 + slash * 0.5 + micro * 0.35, mx, my }\n }\n}\n\nexport function ImageDistortion({\n active = true,\n autoPlay,\n className,\n fallbackClassName,\n src,\n style,\n tint,\n tintStrength\n}: ImageDistortionProps) {\n const canvasRef = useRef<HTMLCanvasElement>(null)\n const tier = useGpuTier()\n const [loaded, setLoaded] = useState(false)\n\n const activeRef = useRef(active)\n activeRef.current = active\n const tintStrengthRef = useRef(tintStrength)\n tintStrengthRef.current = tintStrength\n const autoPlayRef = useRef(autoPlay)\n autoPlayRef.current = autoPlay\n\n const state = useRef({\n bandTargets: new Float32Array(NUM_BANDS),\n bands: new Float32Array(NUM_BANDS),\n hoverTarget: 0,\n imgH: 1,\n imgW: 1,\n mx: 0.5,\n my: 0.5,\n prevMx: 0.5,\n prevMy: 0.5,\n vx: 0,\n vy: 0\n })\n\n useEffect(() => {\n if (tier === 0) {\n return\n }\n\n const c = canvasRef.current\n\n if (!c) {\n return\n }\n\n const gl = c.getContext('webgl')\n\n if (!gl) {\n return\n }\n\n const compile = (type: number, source: string) => {\n const s = gl.createShader(type)!\n gl.shaderSource(s, source)\n gl.compileShader(s)\n\n return s\n }\n\n const prog = gl.createProgram()!\n gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERT))\n gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, FRAG))\n gl.linkProgram(prog)\n gl.useProgram(prog)\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),\n gl.STATIC_DRAW\n )\n\n const a = gl.getAttribLocation(prog, 'a')\n gl.enableVertexAttribArray(a)\n gl.vertexAttribPointer(a, 2, gl.FLOAT, false, 0, 0)\n\n const uT = gl.getUniformLocation(prog, 't')\n const uR = gl.getUniformLocation(prog, 'r')\n const uImgSize = gl.getUniformLocation(prog, 'imgSize')\n const uVel = gl.getUniformLocation(prog, 'vel')\n const uTex = gl.getUniformLocation(prog, 'tex')\n const uTint = gl.getUniformLocation(prog, 'tint')\n const uTintStrength = gl.getUniformLocation(prog, 'tintStrength')\n const uBands: (null | WebGLUniformLocation)[] = []\n\n for (let i = 0; i < NUM_BANDS; i++) {\n uBands.push(gl.getUniformLocation(prog, `bands[${i}]`))\n }\n\n const texture = gl.createTexture()!\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n 1,\n 1,\n 0,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n new Uint8Array([0, 0, 0, 255])\n )\n\n const img = new Image()\n img.crossOrigin = 'anonymous'\n\n img.onload = () => {\n state.current.imgW = img.naturalWidth\n state.current.imgH = img.naturalHeight\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n img\n )\n setLoaded(true)\n }\n\n img.src = src\n\n gl.activeTexture(gl.TEXTURE0)\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.uniform1i(uTex, 0)\n\n const resize = () => {\n const rect = c.getBoundingClientRect()\n const dpr = Math.min(devicePixelRatio, 2)\n c.width = rect.width * dpr\n c.height = rect.height * dpr\n gl.viewport(0, 0, c.width, c.height)\n }\n\n resize()\n const ro = new ResizeObserver(resize)\n ro.observe(c)\n\n const onMove = (e: PointerEvent) => {\n const rect = c.getBoundingClientRect()\n state.current.mx = (e.clientX - rect.left) / rect.width\n state.current.my = (e.clientY - rect.top) / rect.height\n }\n\n const onEnter = () => {\n state.current.hoverTarget = 1\n }\n\n const onLeave = () => {\n state.current.hoverTarget = 0\n }\n\n // When autoPlay drives the distortion we want the poster to look\n // alive regardless of whether a pointer is near the canvas, so we\n // skip the real pointer listeners entirely.\n if (!autoPlayRef.current) {\n c.addEventListener('pointermove', onMove)\n c.addEventListener('pointerenter', onEnter)\n c.addEventListener('pointerleave', onLeave)\n }\n\n const bandEaseRates = new Float32Array(NUM_BANDS)\n\n for (let i = 0; i < NUM_BANDS; i++) {\n bandEaseRates[i] = 0.02 + Math.random() * 0.06\n }\n\n const tintVec: readonly [number, number, number] = tint\n ? (() => {\n const [tr, tg, tb] = hexToRgb(tint)\n\n return [tr / 255, tg / 255, tb / 255] as const\n })()\n : ([1, 1, 1] as const)\n\n const t0 = performance.now()\n let raf = 0\n\n const loop = () => {\n raf = requestAnimationFrame(loop)\n const s = state.current\n\n const pattern = autoPlayRef.current\n ? AUTOPLAY_PATTERNS[autoPlayRef.current]\n : null\n\n if (pattern) {\n const driven = pattern((performance.now() - t0) / 1e3)\n s.mx = driven.mx\n s.my = driven.my\n s.hoverTarget = driven.hover\n }\n\n const dvx = s.mx - s.prevMx\n const dvy = s.my - s.prevMy\n s.vx += (dvx * 8 - s.vx) * 0.1\n s.vy += (dvy * 8 - s.vy) * 0.1\n s.prevMx = s.mx\n s.prevMy = s.my\n\n const speed = Math.sqrt(s.vx * s.vx + s.vy * s.vy)\n\n for (let i = 0; i < NUM_BANDS; i++) {\n const bandCenter = (i + 0.5) / NUM_BANDS\n const dist = Math.abs(s.my - bandCenter)\n const proximity = Math.max(0, 1 - dist / 0.3)\n const activation =\n s.hoverTarget * proximity * (0.4 + Math.min(speed, 1) * 0.6)\n s.bandTargets[i] = activation\n }\n\n for (let i = 0; i < NUM_BANDS; i++) {\n const rate = bandEaseRates[i]!\n const current = s.bands[i] ?? 0\n const target = s.bandTargets[i] ?? 0\n s.bands[i] = current + (target - current) * rate\n\n if (s.bands[i]! < 0.001) {\n s.bands[i] = 0\n }\n }\n\n gl.uniform1f(uT, (performance.now() - t0) / 1e3)\n gl.uniform2f(uR, c.width, c.height)\n gl.uniform2f(uImgSize, s.imgW, s.imgH)\n gl.uniform2f(uVel, s.vx, s.vy)\n gl.uniform3f(uTint, tintVec[0], tintVec[1], tintVec[2])\n\n const ts = tintStrengthRef.current\n const defaultStrength = tint ? 0.35 : 0\n const defaultInactive = tint ? 0.15 : 0\n gl.uniform1f(\n uTintStrength,\n activeRef.current\n ? (ts?.active ?? defaultStrength)\n : (ts?.inactive ?? defaultInactive)\n )\n\n for (let i = 0; i < NUM_BANDS; i++) {\n gl.uniform1f(uBands[i]!, s.bands[i]!)\n }\n\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)\n }\n\n raf = requestAnimationFrame(loop)\n\n return () => {\n cancelAnimationFrame(raf)\n ro.disconnect()\n c.removeEventListener('pointermove', onMove)\n c.removeEventListener('pointerenter', onEnter)\n c.removeEventListener('pointerleave', onLeave)\n gl.deleteTexture(texture)\n gl.deleteProgram(prog)\n setLoaded(false)\n }\n // autoPlay is intentionally omitted so toggling it at runtime doesn't\n // tear down the shader pipeline. The ref-driven loop reads the live\n // value each frame, so listener attach/detach is handled once on mount.\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [src, tier, tint])\n\n if (tier === 0) {\n return (\n // eslint-disable-next-line @next/next/no-img-element\n <img\n alt=\"\"\n className={cn(\n 'absolute inset-0 h-full w-full object-cover',\n fallbackClassName ?? className\n )}\n src={src}\n style={{ mixBlendMode: 'overlay', ...style }}\n />\n )\n }\n\n return (\n <canvas\n className={cn(\n 'absolute inset-0 h-full w-full transition-opacity duration-500',\n className\n )}\n ref={canvasRef}\n style={{\n mixBlendMode: 'overlay',\n opacity: loaded ? 1 : 0,\n ...style\n }}\n />\n )\n}\n\nexport type AutoPlayPattern = 'aggressive' | 'gentle' | 'slash'\n\ninterface ImageDistortionProps {\n active?: boolean\n /**\n * Drive the distortion with a choreographed motion pattern instead of\n * waiting for a real pointer. Useful for posters, social clips, and any\n * context where the image needs to feel alive on its own.\n */\n autoPlay?: AutoPlayPattern\n className?: string\n fallbackClassName?: string\n src: string\n style?: React.CSSProperties\n tint?: string\n tintStrength?: { active: number; inactive: number }\n}\n"]}
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client'\n\nimport { useEffect, useRef, useState } from 'react'\n\nimport { useGpuTier } from '../../hooks/use-gpu-tier'\nimport { cn, hexToRgb } from '../../utils'\n\nconst NUM_BANDS = 12\n\nconst VERT = `attribute vec2 a;varying vec2 vUv;void main(){vUv=vec2(a.x*.5+.5,.5-a.y*.5);gl_Position=vec4(a,0,1);}`\n\nconst FRAG = `precision highp float;\nuniform float t;\nuniform vec2 r,imgSize,vel;\nuniform sampler2D tex;\nuniform float bands[${NUM_BANDS}];\nuniform vec3 tint;\nuniform float tintStrength;\nvarying vec2 vUv;\n\nfloat h(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}\n\n// cover-style UV: crops the image to fill the canvas, centered\nvec2 coverUV(vec2 uv){\n float canvasAspect=r.x/r.y;\n float imgAspect=imgSize.x/imgSize.y;\n vec2 scale=canvasAspect>imgAspect\n ?vec2(1.0,imgAspect/canvasAspect)\n :vec2(canvasAspect/imgAspect,1.0);\n return(uv-0.5)*scale+0.5;\n}\n\nvoid main(){\n vec2 uv=coverUV(vUv);\n float scanY=floor(vUv.y*r.y);\n\n float bandF=vUv.y*${NUM_BANDS}.0;\n int bandIdx=int(floor(bandF));\n float bandFrac=fract(bandF);\n\n float strength=0.0;\n for(int i=0;i<${NUM_BANDS};i++){\n if(i==bandIdx) strength=bands[i];\n }\n\n float neighborStr=0.0;\n int neighborIdx=bandFrac>.5?bandIdx+1:bandIdx-1;\n for(int i=0;i<${NUM_BANDS};i++){\n if(i==neighborIdx) neighborStr=bands[i];\n }\n float edgeBlend=abs(bandFrac-.5)*2.0;\n edgeBlend*=edgeBlend;\n strength=mix(strength,neighborStr,edgeBlend*.3);\n\n float speed=length(vel);\n float dirBlend=smoothstep(0.0,0.02,speed);\n vec2 dir=speed>.0001?vel/speed:vec2(0);\n dir*=dirBlend;\n\n float rowSeed=h(vec2(scanY,floor(t*3.)+float(bandIdx)*7.));\n float rowVar=mix(.4,1.0,rowSeed);\n\n float ySmooth=vUv.y*6.0+t*0.7;\n float yNoise=mix(h(vec2(floor(ySmooth),13.)),h(vec2(floor(ySmooth)+1.0,13.)),smoothstep(0.0,1.0,fract(ySmooth)));\n float colVar=mix(.4,1.0,yNoise);\n\n float tearShiftX=dir.x*strength*rowVar*0.15;\n float tearShiftY=dir.y*strength*colVar*0.10;\n\n float bandSeed=h(vec2(float(bandIdx),42.));\n tearShiftX+=strength*(.5-bandSeed)*0.05;\n\n float yJitter=mix(h(vec2(floor(ySmooth),73.)),h(vec2(floor(ySmooth)+1.0,73.)),smoothstep(0.0,1.0,fract(ySmooth)));\n tearShiftY+=strength*(.5-yJitter)*0.035;\n\n uv.x+=tearShiftX;\n uv.y+=tearShiftY;\n\n float sortGate=step(.5,strength)*step(.4,rowSeed);\n uv.x+=dir.x*sortGate*strength*0.03;\n uv.y+=dir.y*sortGate*strength*0.02;\n\n float caX=abs(tearShiftX)*2.5+sortGate*strength*0.01;\n float caY=abs(tearShiftY)*2.5+sortGate*strength*0.01;\n float cr=texture2D(tex,vec2(uv.x+caX,uv.y+caY)).r;\n float cg=texture2D(tex,uv).g;\n float cb=texture2D(tex,vec2(uv.x-caX,uv.y-caY)).b;\n\n vec3 col=vec3(cr,cg,cb);\n\n col*=.97+.03*sin(vUv.y*r.y*3.14159);\n\n float bandEdge=smoothstep(.02,.0,min(bandFrac,1.0-bandFrac));\n col+=vec3(bandEdge*strength*.1);\n\n col=mix(col,col*tint,tintStrength);\n\n gl_FragColor=vec4(col,1.0);\n}`\n\n/**\n * Choreographed motion patterns used when `autoPlay` is set. Each pattern\n * returns a synthetic pointer position in [0,1] and a hover intensity in\n * [0,1] for the current time (seconds). They drive the shader without\n * requiring a real pointer, which is what lets us record the distortion\n * as a GIF / screenshot / poster.\n */\nconst AUTOPLAY_PATTERNS: Record<\n AutoPlayPattern,\n (t: number) => { hover: number; mx: number; my: number }\n> = {\n aggressive: t => {\n const cycle = 1.4\n const phase = (t % cycle) / cycle\n const stab = Math.exp(-((phase - 0.15) ** 2) * 260)\n const angle = Math.floor(t / cycle) * 1.37\n const mx = 0.5 + Math.cos(angle) * 0.42 * (stab + 0.15)\n const my = 0.5 + Math.sin(angle) * 0.38 * (stab + 0.15)\n\n return { hover: 0.55 + stab * 0.45, mx, my }\n },\n gentle: t => ({\n hover: 0.45 + Math.sin(t * 0.9) * 0.1,\n mx: 0.5 + Math.sin(t * 0.5) * 0.28,\n my: 0.5 + Math.cos(t * 0.37) * 0.22\n }),\n slash: t => {\n // Long breath -> sword slash -> recoil twitch, repeating.\n const cycle = 3.6\n const phase = (t % cycle) / cycle\n const slash = Math.exp(-((phase - 0.28) ** 2) * 180)\n const micro = Math.exp(-((phase - 0.7) ** 2) * 340)\n\n const driftX = 0.5 + Math.sin(t * 0.7) * 0.16\n const driftY = 0.55 + Math.cos(t * 0.5) * 0.14\n\n // Slash trajectory: bottom-left up into the giant's chest (top-right).\n const slashX = -0.15 + phase * 1.55\n const slashY = 0.95 - phase * 1.35\n\n const mx = driftX * (1 - slash) + slashX * slash\n const my = driftY * (1 - slash) + slashY * slash\n\n return { hover: 0.5 + slash * 0.5 + micro * 0.35, mx, my }\n }\n}\n\nexport function ImageDistortion({\n active = true,\n autoPlay,\n className,\n fallbackClassName,\n src,\n style,\n tint,\n tintStrength\n}: ImageDistortionProps) {\n const canvasRef = useRef<HTMLCanvasElement>(null)\n const tier = useGpuTier()\n const [loaded, setLoaded] = useState(false)\n\n const activeRef = useRef(active)\n activeRef.current = active\n const tintStrengthRef = useRef(tintStrength)\n tintStrengthRef.current = tintStrength\n const autoPlayRef = useRef(autoPlay)\n autoPlayRef.current = autoPlay\n\n const state = useRef({\n bandTargets: new Float32Array(NUM_BANDS),\n bands: new Float32Array(NUM_BANDS),\n hoverTarget: 0,\n imgH: 1,\n imgW: 1,\n mx: 0.5,\n my: 0.5,\n prevMx: 0.5,\n prevMy: 0.5,\n vx: 0,\n vy: 0\n })\n\n useEffect(() => {\n if (tier === 0) {\n return\n }\n\n const c = canvasRef.current\n\n if (!c) {\n return\n }\n\n const gl = c.getContext('webgl')\n\n if (!gl) {\n return\n }\n\n const compile = (type: number, source: string) => {\n const s = gl.createShader(type)!\n gl.shaderSource(s, source)\n gl.compileShader(s)\n\n return s\n }\n\n const prog = gl.createProgram()!\n gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERT))\n gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, FRAG))\n gl.linkProgram(prog)\n gl.useProgram(prog)\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),\n gl.STATIC_DRAW\n )\n\n const a = gl.getAttribLocation(prog, 'a')\n gl.enableVertexAttribArray(a)\n gl.vertexAttribPointer(a, 2, gl.FLOAT, false, 0, 0)\n\n const uT = gl.getUniformLocation(prog, 't')\n const uR = gl.getUniformLocation(prog, 'r')\n const uImgSize = gl.getUniformLocation(prog, 'imgSize')\n const uVel = gl.getUniformLocation(prog, 'vel')\n const uTex = gl.getUniformLocation(prog, 'tex')\n const uTint = gl.getUniformLocation(prog, 'tint')\n const uTintStrength = gl.getUniformLocation(prog, 'tintStrength')\n const uBands: (null | WebGLUniformLocation)[] = []\n\n for (let i = 0; i < NUM_BANDS; i++) {\n uBands.push(gl.getUniformLocation(prog, `bands[${i}]`))\n }\n\n const texture = gl.createTexture()!\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n 1,\n 1,\n 0,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n new Uint8Array([0, 0, 0, 255])\n )\n\n const img = new Image()\n img.crossOrigin = 'anonymous'\n\n img.onload = () => {\n state.current.imgW = img.naturalWidth\n state.current.imgH = img.naturalHeight\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n img\n )\n setLoaded(true)\n }\n\n img.src = src\n\n gl.activeTexture(gl.TEXTURE0)\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.uniform1i(uTex, 0)\n\n const resize = () => {\n const rect = c.getBoundingClientRect()\n const dpr = Math.min(devicePixelRatio, 2)\n c.width = rect.width * dpr\n c.height = rect.height * dpr\n gl.viewport(0, 0, c.width, c.height)\n }\n\n resize()\n const ro = new ResizeObserver(resize)\n ro.observe(c)\n\n const onMove = (e: PointerEvent) => {\n const rect = c.getBoundingClientRect()\n state.current.mx = (e.clientX - rect.left) / rect.width\n state.current.my = (e.clientY - rect.top) / rect.height\n }\n\n const onEnter = () => {\n state.current.hoverTarget = 1\n }\n\n const onLeave = () => {\n state.current.hoverTarget = 0\n }\n\n // When autoPlay drives the distortion we want the poster to look\n // alive regardless of whether a pointer is near the canvas, so we\n // skip the real pointer listeners entirely.\n if (!autoPlayRef.current) {\n c.addEventListener('pointermove', onMove)\n c.addEventListener('pointerenter', onEnter)\n c.addEventListener('pointerleave', onLeave)\n }\n\n const bandEaseRates = new Float32Array(NUM_BANDS)\n\n for (let i = 0; i < NUM_BANDS; i++) {\n bandEaseRates[i] = 0.02 + Math.random() * 0.06\n }\n\n const tintVec: readonly [number, number, number] = tint\n ? (() => {\n const [tr, tg, tb] = hexToRgb(tint)\n\n return [tr / 255, tg / 255, tb / 255] as const\n })()\n : ([1, 1, 1] as const)\n\n const t0 = performance.now()\n let raf = 0\n let visible = !document.hidden\n let inView = true\n\n const loop = () => {\n raf = requestAnimationFrame(loop)\n const s = state.current\n\n const pattern = autoPlayRef.current\n ? AUTOPLAY_PATTERNS[autoPlayRef.current]\n : null\n\n if (pattern) {\n const driven = pattern((performance.now() - t0) / 1e3)\n s.mx = driven.mx\n s.my = driven.my\n s.hoverTarget = driven.hover\n }\n\n const dvx = s.mx - s.prevMx\n const dvy = s.my - s.prevMy\n s.vx += (dvx * 8 - s.vx) * 0.1\n s.vy += (dvy * 8 - s.vy) * 0.1\n s.prevMx = s.mx\n s.prevMy = s.my\n\n const speed = Math.sqrt(s.vx * s.vx + s.vy * s.vy)\n\n for (let i = 0; i < NUM_BANDS; i++) {\n const bandCenter = (i + 0.5) / NUM_BANDS\n const dist = Math.abs(s.my - bandCenter)\n const proximity = Math.max(0, 1 - dist / 0.3)\n const activation =\n s.hoverTarget * proximity * (0.4 + Math.min(speed, 1) * 0.6)\n s.bandTargets[i] = activation\n }\n\n for (let i = 0; i < NUM_BANDS; i++) {\n const rate = bandEaseRates[i]!\n const current = s.bands[i] ?? 0\n const target = s.bandTargets[i] ?? 0\n s.bands[i] = current + (target - current) * rate\n\n if (s.bands[i]! < 0.001) {\n s.bands[i] = 0\n }\n }\n\n gl.uniform1f(uT, (performance.now() - t0) / 1e3)\n gl.uniform2f(uR, c.width, c.height)\n gl.uniform2f(uImgSize, s.imgW, s.imgH)\n gl.uniform2f(uVel, s.vx, s.vy)\n gl.uniform3f(uTint, tintVec[0], tintVec[1], tintVec[2])\n\n const ts = tintStrengthRef.current\n const defaultStrength = tint ? 0.35 : 0\n const defaultInactive = tint ? 0.15 : 0\n gl.uniform1f(\n uTintStrength,\n activeRef.current\n ? (ts?.active ?? defaultStrength)\n : (ts?.inactive ?? defaultInactive)\n )\n\n for (let i = 0; i < NUM_BANDS; i++) {\n gl.uniform1f(uBands[i]!, s.bands[i]!)\n }\n\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)\n }\n\n const start = () => {\n if (visible && inView && !raf) {\n raf = requestAnimationFrame(loop)\n }\n }\n\n const stop = () => {\n if (raf) {\n cancelAnimationFrame(raf)\n raf = 0\n }\n }\n\n const onVisibility = () => {\n visible = !document.hidden\n visible ? start() : stop()\n }\n\n const io = new IntersectionObserver(\n entries => {\n inView = entries.some(e => e.isIntersecting)\n inView ? start() : stop()\n },\n { threshold: 0 }\n )\n\n io.observe(c)\n document.addEventListener('visibilitychange', onVisibility)\n\n start()\n\n return () => {\n stop()\n io.disconnect()\n document.removeEventListener('visibilitychange', onVisibility)\n ro.disconnect()\n c.removeEventListener('pointermove', onMove)\n c.removeEventListener('pointerenter', onEnter)\n c.removeEventListener('pointerleave', onLeave)\n gl.deleteTexture(texture)\n gl.deleteProgram(prog)\n setLoaded(false)\n }\n // autoPlay is intentionally omitted so toggling it at runtime doesn't\n // tear down the shader pipeline. The ref-driven loop reads the live\n // value each frame, so listener attach/detach is handled once on mount.\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [src, tier, tint])\n\n if (tier === 0) {\n return (\n // eslint-disable-next-line @next/next/no-img-element\n <img\n alt=\"\"\n className={cn(\n 'absolute inset-0 h-full w-full object-cover',\n fallbackClassName ?? className\n )}\n src={src}\n style={{ mixBlendMode: 'overlay', ...style }}\n />\n )\n }\n\n return (\n <canvas\n className={cn(\n 'absolute inset-0 h-full w-full transition-opacity duration-500',\n className\n )}\n ref={canvasRef}\n style={{\n mixBlendMode: 'overlay',\n opacity: loaded ? 1 : 0,\n ...style\n }}\n />\n )\n}\n\nexport type AutoPlayPattern = 'aggressive' | 'gentle' | 'slash'\n\ninterface ImageDistortionProps {\n active?: boolean\n /**\n * Drive the distortion with a choreographed motion pattern instead of\n * waiting for a real pointer. Useful for posters, social clips, and any\n * context where the image needs to feel alive on its own.\n */\n autoPlay?: AutoPlayPattern\n className?: string\n fallbackClassName?: string\n src: string\n style?: React.CSSProperties\n tint?: string\n tintStrength?: { active: number; inactive: number }\n}\n"]}
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client'\n\nimport { useEffect, useRef } from 'react'\nimport * as THREE from 'three'\n\nimport { $gpuTier, useGpuTier } from '../../../hooks/use-gpu-tier'\nimport { useSmoothControls } from '../../../hooks/use-smooth-controls'\nimport { cn } from '../../../utils'\n\nimport { BLEND_MODES } from './blend-modes'\n\nconst vert = /*glsl*/ `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n`\n\nconst frag = /*glsl*/ `\n uniform float uTime, uAlpha, uIntensity, uChroma, uSpeed, uSparsity;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }\n\n vec2 hash2(vec2 p) {\n vec3 q = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));\n q += dot(q, q.yzx + 33.33);\n return fract((q.xx + q.yz) * q.zy);\n }\n\n float dither(vec2 p, float a) {\n return step(mod(floor(p.x) + floor(p.y) * 2.0, 4.0) / 4.0, a);\n }\n\n void main() {\n vec3 col = vec3(0.0);\n float t = uTime * uSpeed;\n float tSlow = floor(t / 3.0);\n float dit = dither(gl_FragCoord.xy * 0.5, 0.7);\n\n for (float i = 0.0; i < 6.0; i++) {\n float seed = i * 137.3;\n float epoch = floor((t + hash(vec2(seed, 77.7)) * 200.0) / (4.0 + hash(vec2(seed, 0.0)) * 6.0));\n float life = fract((t + hash(vec2(seed, 77.7)) * 200.0) / (4.0 + hash(vec2(seed, 0.0)) * 6.0));\n\n if (hash(vec2(epoch, seed)) > 1.0 - uSparsity * 0.7) continue;\n\n vec2 center = vec2(hash(vec2(epoch, seed + 13.1)), hash(vec2(epoch, seed + 27.3)));\n vec2 size = vec2(0.015 + hash(vec2(epoch, seed + 41.5)) * 0.08, 0.008 + hash(vec2(epoch, seed + 53.7)) * 0.04);\n vec2 d = abs(vUv - center);\n\n if (d.x < size.x && d.y < size.y) {\n float fade = smoothstep(0.0, 0.05, life) * smoothstep(1.0, 0.95, life);\n vec2 gUV = vUv + (hash2(vec2(epoch, seed + 200.0)) - 0.5) * 0.08 * uIntensity;\n float shift = uChroma * 0.015 * (sin(t * 2.0 + hash(vec2(epoch, seed)) * 6.28) * 0.3 + 0.7);\n\n col += uColor * vec3(\n hash(gUV * 50.0 + vec2(shift, 0.0) + epoch),\n hash(gUV * 50.0 + epoch),\n hash(gUV * 50.0 - vec2(shift, 0.0) + epoch)\n ) * dither(gl_FragCoord.xy * 0.5, fade * 0.8 + 0.2) * uIntensity * 0.7;\n }\n }\n\n for (float i = 0.0; i < 12.0; i++) {\n float seed = i * 211.7 + 1000.0;\n float epoch = floor((t + hash(vec2(seed, 77.7)) * 150.0) / (3.0 + hash(vec2(seed, 0.0)) * 5.0));\n float life = fract((t + hash(vec2(seed, 77.7)) * 150.0) / (3.0 + hash(vec2(seed, 0.0)) * 5.0));\n\n if (hash(vec2(epoch, seed)) > 1.0 - uSparsity * 0.5) continue;\n\n vec2 pos = vec2(hash(vec2(epoch, seed + 13.1)), hash(vec2(epoch, seed + 27.3)));\n float px = 0.003 + hash(vec2(epoch, seed + 41.5)) * 0.008;\n\n if (abs(vUv.x - pos.x) < px && abs(vUv.y - pos.y) < px) {\n float fade = smoothstep(0.0, 0.1, life) * smoothstep(1.0, 0.9, life);\n vec3 c = uColor;\n float cs = hash(vec2(epoch, seed + 700.0));\n\n if (cs < 0.2) c.r *= 1.8 * uChroma;\n else if (cs < 0.4) c.b *= 1.8 * uChroma;\n\n col += c * dither(gl_FragCoord.xy * 0.5, fade * 0.9) * uIntensity;\n }\n }\n\n float tearSize = 25.0 + uSparsity * 10.0;\n float tearThresh = 0.85 + uSparsity * 0.1;\n\n float hY = floor(vUv.y * tearSize);\n if (step(tearThresh, hash(vec2(hY, tSlow))) > 0.0) {\n float shift = (hash(vec2(hY, tSlow + 50.0)) - 0.5) * 0.25 * uIntensity;\n col += uColor * step(0.4, hash(vec2(vUv.x + shift, hY + tSlow))) * dit * uIntensity * 0.5;\n }\n\n float vX = floor(vUv.x * tearSize);\n if (step(tearThresh, hash(vec2(vX, tSlow + 100.0))) > 0.0) {\n float shift = (hash(vec2(vX, tSlow + 150.0)) - 0.5) * 0.25 * uIntensity;\n col += uColor * step(0.4, hash(vec2(vX + tSlow, vUv.y + shift))) * dit * uIntensity * 0.5;\n }\n\n gl_FragColor = vec4(col * uAlpha, max(col.r, max(col.g, col.b)) * uAlpha);\n }\n`\n\nexport function Glitch({ className, style }: GlitchProps) {\n const gpuTier = useGpuTier()\n\n const c = useSmoothControls(\n 'Effects/Glitch',\n {\n alpha: { max: 2, min: 0, step: 0.01, value: 0.25 },\n blend: { options: BLEND_MODES, value: 'difference' },\n chroma: { max: 3, min: 0, step: 0.01, value: 1.17 },\n color: { value: '#ffe6cb' },\n enabled: { value: true },\n intensity: { max: 1, min: 0, step: 0.01, value: 0.59 },\n sparsity: { max: 1, min: 0, step: 0.01, value: 0.21 },\n speed: { max: 10, min: 0.1, step: 0.1, value: 1 }\n },\n { collapsed: true }\n )\n\n const ref = useRef<HTMLCanvasElement>(null)\n const cRef = useRef(c)\n cRef.current = c\n\n const enabled = c.enabled && gpuTier > 0\n\n useEffect(() => {\n if (!ref.current || !enabled) {\n return\n }\n\n let renderer: THREE.WebGLRenderer\n\n try {\n renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: ref.current\n })\n } catch {\n // See note in noise.tsx — eager gpu-tier detection should keep us\n // out of here, but if the driver fails the renderer constructor\n // anyway, downgrade so other overlays stop trying too.\n $gpuTier.set(0)\n\n return\n }\n\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n const scene = new THREE.Scene()\n\n const mat = new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent: true,\n uniforms: {\n uAlpha: { value: c.alpha },\n uChroma: { value: c.chroma },\n uColor: { value: new THREE.Color(c.color) },\n uIntensity: { value: c.intensity },\n uSparsity: { value: c.sparsity },\n uSpeed: { value: c.speed },\n uTime: { value: 0 }\n },\n vertexShader: vert\n })\n\n scene.add(new THREE.Mesh(geo, mat))\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n renderer.setPixelRatio(Math.min(devicePixelRatio, 2))\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let raf: number,\n time = 0\n\n const interval = gpuTier === 1 ? 100 : 0\n\n const loop = () => {\n raf = interval\n ? (setTimeout(loop, interval) as unknown as number)\n : requestAnimationFrame(loop)\n\n time += interval ? interval / 1000 : 0.016\n\n const v = cRef.current\n\n mat.uniforms.uTime.value = time\n mat.uniforms.uAlpha.value = v.alpha\n mat.uniforms.uChroma.value = v.chroma\n mat.uniforms.uIntensity.value = v.intensity\n mat.uniforms.uSparsity.value = v.sparsity\n mat.uniforms.uSpeed.value = v.speed\n mat.uniforms.uColor.value.set(v.color)\n\n renderer.render(scene, camera)\n }\n\n loop()\n\n return () => {\n window.removeEventListener('resize', resize)\n\n if (interval) {\n clearTimeout(raf)\n } else {\n cancelAnimationFrame(raf)\n }\n\n mat.dispose()\n geo.dispose()\n renderer.dispose()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [enabled, gpuTier])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={ref}\n style={{\n mixBlendMode: c.blend as React.CSSProperties['mixBlendMode'],\n ...style\n }}\n />\n )\n}\n\ninterface GlitchProps {\n className?: string\n style?: React.CSSProperties\n}"]}
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4.0) / 4.0, a);\n }\n\n void main() {\n vec3 col = vec3(0.0);\n float t = uTime * uSpeed;\n float tSlow = floor(t / 3.0);\n float dit = dither(gl_FragCoord.xy * 0.5, 0.7);\n\n for (float i = 0.0; i < 6.0; i++) {\n float seed = i * 137.3;\n float epoch = floor((t + hash(vec2(seed, 77.7)) * 200.0) / (4.0 + hash(vec2(seed, 0.0)) * 6.0));\n float life = fract((t + hash(vec2(seed, 77.7)) * 200.0) / (4.0 + hash(vec2(seed, 0.0)) * 6.0));\n\n if (hash(vec2(epoch, seed)) > 1.0 - uSparsity * 0.7) continue;\n\n vec2 center = vec2(hash(vec2(epoch, seed + 13.1)), hash(vec2(epoch, seed + 27.3)));\n vec2 size = vec2(0.015 + hash(vec2(epoch, seed + 41.5)) * 0.08, 0.008 + hash(vec2(epoch, seed + 53.7)) * 0.04);\n vec2 d = abs(vUv - center);\n\n if (d.x < size.x && d.y < size.y) {\n float fade = smoothstep(0.0, 0.05, life) * smoothstep(1.0, 0.95, life);\n vec2 gUV = vUv + (hash2(vec2(epoch, seed + 200.0)) - 0.5) * 0.08 * uIntensity;\n float shift = uChroma * 0.015 * (sin(t * 2.0 + hash(vec2(epoch, seed)) * 6.28) * 0.3 + 0.7);\n\n col += uColor * vec3(\n hash(gUV * 50.0 + vec2(shift, 0.0) + epoch),\n hash(gUV * 50.0 + epoch),\n hash(gUV * 50.0 - vec2(shift, 0.0) + epoch)\n ) * dither(gl_FragCoord.xy * 0.5, fade * 0.8 + 0.2) * uIntensity * 0.7;\n }\n }\n\n for (float i = 0.0; i < 12.0; i++) {\n float seed = i * 211.7 + 1000.0;\n float epoch = floor((t + hash(vec2(seed, 77.7)) * 150.0) / (3.0 + hash(vec2(seed, 0.0)) * 5.0));\n float life = fract((t + hash(vec2(seed, 77.7)) * 150.0) / (3.0 + hash(vec2(seed, 0.0)) * 5.0));\n\n if (hash(vec2(epoch, seed)) > 1.0 - uSparsity * 0.5) continue;\n\n vec2 pos = vec2(hash(vec2(epoch, seed + 13.1)), hash(vec2(epoch, seed + 27.3)));\n float px = 0.003 + hash(vec2(epoch, seed + 41.5)) * 0.008;\n\n if (abs(vUv.x - pos.x) < px && abs(vUv.y - pos.y) < px) {\n float fade = smoothstep(0.0, 0.1, life) * smoothstep(1.0, 0.9, life);\n vec3 c = uColor;\n float cs = hash(vec2(epoch, seed + 700.0));\n\n if (cs < 0.2) c.r *= 1.8 * uChroma;\n else if (cs < 0.4) c.b *= 1.8 * uChroma;\n\n col += c * dither(gl_FragCoord.xy * 0.5, fade * 0.9) * uIntensity;\n }\n }\n\n float tearSize = 25.0 + uSparsity * 10.0;\n float tearThresh = 0.85 + uSparsity * 0.1;\n\n float hY = floor(vUv.y * tearSize);\n if (step(tearThresh, hash(vec2(hY, tSlow))) > 0.0) {\n float shift = (hash(vec2(hY, tSlow + 50.0)) - 0.5) * 0.25 * uIntensity;\n col += uColor * step(0.4, hash(vec2(vUv.x + shift, hY + tSlow))) * dit * uIntensity * 0.5;\n }\n\n float vX = floor(vUv.x * tearSize);\n if (step(tearThresh, hash(vec2(vX, tSlow + 100.0))) > 0.0) {\n float shift = (hash(vec2(vX, tSlow + 150.0)) - 0.5) * 0.25 * uIntensity;\n col += uColor * step(0.4, hash(vec2(vX + tSlow, vUv.y + shift))) * dit * uIntensity * 0.5;\n }\n\n gl_FragColor = vec4(col * uAlpha, max(col.r, max(col.g, col.b)) * uAlpha);\n }\n`\n\nexport function Glitch({ className, style }: GlitchProps) {\n const gpuTier = useGpuTier()\n\n const c = useSmoothControls(\n 'Effects/Glitch',\n {\n alpha: { max: 2, min: 0, step: 0.01, value: 0.25 },\n blend: { options: BLEND_MODES, value: 'difference' },\n chroma: { max: 3, min: 0, step: 0.01, value: 1.17 },\n color: { value: '#ffe6cb' },\n enabled: { value: true },\n intensity: { max: 1, min: 0, step: 0.01, value: 0.59 },\n sparsity: { max: 1, min: 0, step: 0.01, value: 0.21 },\n speed: { max: 10, min: 0.1, step: 0.1, value: 1 }\n },\n { collapsed: true }\n )\n\n const ref = useRef<HTMLCanvasElement>(null)\n const cRef = useRef(c)\n cRef.current = c\n\n const enabled = c.enabled && gpuTier > 0\n\n useEffect(() => {\n if (!ref.current || !enabled) {\n return\n }\n\n let renderer: THREE.WebGLRenderer\n\n try {\n renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: ref.current\n })\n } catch {\n // See note in noise.tsx — eager gpu-tier detection should keep us\n // out of here, but if the driver fails the renderer constructor\n // anyway, downgrade so other overlays stop trying too.\n $gpuTier.set(0)\n\n return\n }\n\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n const scene = new THREE.Scene()\n\n const mat = new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent: true,\n uniforms: {\n uAlpha: { value: c.alpha },\n uChroma: { value: c.chroma },\n uColor: { value: new THREE.Color(c.color) },\n uIntensity: { value: c.intensity },\n uSparsity: { value: c.sparsity },\n uSpeed: { value: c.speed },\n uTime: { value: 0 }\n },\n vertexShader: vert\n })\n\n scene.add(new THREE.Mesh(geo, mat))\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n // Cap DPR at 1.5 — at full retina (2x) the glitch shader is one\n // of the heaviest fillrate consumers in the app, and the visual\n // difference is tiny because it's a chromatic-noise effect.\n renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5))\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let time = 0\n\n // gpu-tier 1 → ~10fps (legacy), gpu-tier 2 → ~30fps (was 60fps).\n // Glitch is a background ambient effect; users won't notice 30 vs\n // 60 but the GPU absolutely will.\n const minIntervalMs = gpuTier === 1 ? 100 : 33\n\n const dispose = runRenderLoop({\n el: ref.current,\n minIntervalMs,\n onFrame: deltaSeconds => {\n time += deltaSeconds\n\n const v = cRef.current\n\n mat.uniforms.uTime.value = time\n mat.uniforms.uAlpha.value = v.alpha\n mat.uniforms.uChroma.value = v.chroma\n mat.uniforms.uIntensity.value = v.intensity\n mat.uniforms.uSparsity.value = v.sparsity\n mat.uniforms.uSpeed.value = v.speed\n mat.uniforms.uColor.value.set(v.color)\n\n renderer.render(scene, camera)\n }\n })\n\n return () => {\n window.removeEventListener('resize', resize)\n dispose()\n\n mat.dispose()\n geo.dispose()\n renderer.dispose()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [enabled, gpuTier])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={ref}\n style={{\n mixBlendMode: c.blend as React.CSSProperties['mixBlendMode'],\n ...style\n }}\n />\n )\n}\n\ninterface GlitchProps {\n className?: string\n style?: React.CSSProperties\n}"]}
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{"version":3,"file":"greys.d.ts","sourceRoot":"","sources":["../../../../src/ui/components/overlays/greys.tsx"],"names":[],"mappings":"AAoKA,wBAAgB,KAAK,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,UAAU,kDAwNrD;AAED,UAAU,UAAU;IAClB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
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|
+
renderer.render(srcScene, camera);
|
|
291
|
+
const [read, write] = ping ? [rtA, rtB] : [rtB, rtA];
|
|
292
|
+
moshU.uPrev.value = read.texture;
|
|
293
|
+
renderer.setRenderTarget(write);
|
|
294
|
+
renderer.render(moshScene, camera);
|
|
295
|
+
outU.uInput.value = write.texture;
|
|
296
|
+
renderer.setRenderTarget(null);
|
|
297
|
+
renderer.render(outScene, camera);
|
|
298
|
+
ping = !ping;
|
|
299
|
+
}
|
|
300
|
+
});
|
|
294
301
|
return () => {
|
|
295
302
|
window.removeEventListener('resize', resize);
|
|
296
|
-
|
|
303
|
+
dispose();
|
|
297
304
|
textures.forEach(t => t.dispose());
|
|
298
305
|
[geo, rtSource, rtA, rtB, renderer].forEach(x => x.dispose());
|
|
299
306
|
};
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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uMotion, uZoom, uSpeed;\n uniform vec2 uRes;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }\n vec2 hash2(vec2 p) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }\n\n float noise(vec2 p) {\n vec2 i = floor(p), f = fract(p) * fract(p) * (3. - 2. * fract(p));\n return mix(mix(hash(i), hash(i + vec2(1., 0.)), f.x), mix(hash(i + vec2(0., 1.)), hash(i + vec2(1., 1.)), f.x), f.y);\n }\n\n vec3 gray(vec3 c) { return vec3(dot(c, vec3(.299, .587, .114))); }\n\n vec2 distort(vec2 uv, float k, float t) {\n float n1 = noise(uv * 8. + t * .5), n2 = noise(uv * 12. + t * .7), flow = noise(uv * 4. + t * .3);\n return uv + vec2(cos(n1 * 6.28 + t * 1.2), sin(n2 * 6.28 + t * .9)) * .02 * k\n + vec2(cos(flow * 6.28 + uv.y * 10.), sin(flow * 6.28 + uv.x * 10.)) * .015 * k;\n }\n\n vec3 tex(int i, vec2 uv) {\n vec2 zuv = (uv - .5) / uZoom + .5;\n if (i == 0) return gray(vec3(1.) - texture2D(uTex0, zuv).rgb);\n if (i == 1) return gray(vec3(1.) - texture2D(uTex1, zuv).rgb);\n if (i == 2) return gray(vec3(1.) - texture2D(uTex2, zuv).rgb);\n return gray(vec3(1.) - texture2D(uTex3, zuv).rgb);\n }\n\n void main() {\n vec2 uv = vUv;\n float t = uTime * uSpeed, tS = floor(t * .1), pS = 80.;\n float amt = uIntensity * uMotion * .8 * (.7 + (sin(t * .5) * .5 + .5) * .3);\n\n vec2 mUV = distort(uv, uIntensity * .4, t);\n\n float hS = floor(uv.y * pS), hA = smoothstep(0., .8, hash(vec2(hS, tS)));\n float hO = (hash(vec2(hS, tS + 50.)) - .5) * .25 * hA * amt;\n float vS = floor(uv.x * pS), vA = smoothstep(0., .8, hash(vec2(vS, tS + 100.)));\n float vO = (hash(vec2(vS, tS + 150.)) - .5) * .25 * vA * amt;\n mUV += vec2(hO, vO);\n\n float bS = pS * .25;\n float hBA = step(.5, hash(vec2(floor(uv.y * bS), tS + 200.)));\n float hBO = (hash(vec2(floor(uv.y * bS), 200.)) - .5) * .35 * hBA * amt;\n float vBA = step(.5, hash(vec2(floor(uv.x * bS), tS + 300.)));\n float vBO = (hash(vec2(floor(uv.x * bS), 250.)) - .5) * .35 * vBA * amt;\n mUV += vec2(hBO, vBO);\n\n vec2 blk = floor(uv * pS * .15);\n mUV += (hash2(vec2(blk.x, blk.y + 500.)) - .5) * .4 * step(.7, hash(vec2(blk.x, blk.y + tS))) * amt;\n mUV = clamp(mUV, 0., 1.);\n\n vec3 prev = texture2D(uPrev, mUV).rgb;\n prev = mix(prev, texture2D(uPrev, clamp(uv + vec2(hBO, vBO), 0., 1.)).rgb, max(hBA, vBA) * .9);\n\n float tY = floor(uv.y * pS * .4);\n if (hash(vec2(tY, tS + 400.)) > .75) {\n prev = mix(prev, texture2D(uPrev, clamp(vec2(uv.x + (hash(vec2(tY, 400.)) - .5) * .5 * amt, uv.y), 0., 1.)).rgb, .85);\n }\n\n if (hA > 0. && amt > .01) {\n prev = mix(prev, gray(texture2D(uPrev, clamp(vec2(uv.x + (gray(prev).r - uv.x) * amt + hO, uv.y), 0., 1.)).rgb), hA);\n }\n\n float d = mix(mix(.97, .99, noise(uv * 8. + t * .2)), 0., step(.994, hash(vec2(tS, 0.))));\n gl_FragColor = vec4(mix(texture2D(uCurrent, uv).rgb, prev, d), 1.);\n }\n`\n\nconst outputFrag = /*glsl*/ `\n uniform sampler2D uInput;\n uniform float uTime, uAlpha, uHue;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }\n\n vec3 hueShift(vec3 c, float h) {\n float a = h * 6.28318, s = sin(a), co = cos(a);\n vec3 w = vec3(.299, .587, .114);\n return clamp(vec3(\n dot(c, w) + dot(c, vec3(.701, -.587, -.114) * co + vec3(.168, .330, -.497) * s),\n dot(c, w) + dot(c, vec3(-.299, .413, -.114) * co + vec3(.328, .035, -.363) * s),\n dot(c, w) + dot(c, vec3(-.299, -.587, .886) * co + vec3(-.497, .330, .168) * s)\n ), 0., 1.);\n }\n\n void main() {\n vec3 m = texture2D(uInput, vUv).rgb;\n m *= 1. - step(.5, fract(vUv.y * 200.)) * .06 * step(.97, hash(vec2(floor(vUv.y * 30.), floor(uTime * .5))));\n\n float lum = dot(m, vec3(.299, .587, .114));\n gl_FragColor = vec4(hueShift(mix(vec3(lum), uColor * lum * 2., length(uColor)), uHue) * uAlpha, smoothstep(.08, .18, lum * uAlpha));\n }\n`\n\nconst TEXTURES = [\n '/anatomy/grays-0.jpg',\n '/anatomy/grays-3.jpg',\n '/anatomy/grays-6.jpg',\n '/anatomy/grays-9.jpg'\n]\n\nexport function Greys({ className, style }: GreysProps) {\n const gpuTier = useGpuTier()\n const [blendOverride, setBlendOverride] = useState<string | null>(null)\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n const c = useSmoothControls(\n 'Effects/Greys',\n {\n alpha: { max: 1, min: 0, step: 0.01, value: 0.19 },\n blend: { options: BLEND_MODES, value: 'color-burn' },\n color: { value: '#ffac02' },\n drift: { max: 2, min: 0, step: 0.1, value: 0.5 },\n enabled: { value: false },\n folds: { max: 12, min: 1, step: 1, value: 1 },\n hue: { max: 1, min: 0, step: 0.01, value: 0.37 },\n intensity: { max: 3, min: 0, step: 0.1, value: 0.1 },\n motion: { max: 2, min: 0, step: 0.1, value: 0.1 },\n rotate: { max: 2, min: -2, step: 0.1, value: 0.3 },\n speed: { max: 1, min: 0.01, step: 0.01, value: 0.21 },\n zoom: { max: 4, min: 0.5, step: 0.1, value: 0.7 }\n },\n { collapsed: true }\n )\n\n const cRef = useRef(c)\n cRef.current = c\n\n useEffect(() => {\n const onKey = (e: KeyboardEvent) =>\n e.key.toLowerCase() === 'x' &&\n setBlendOverride(p => (p === 'screen' ? null : 'screen'))\n\n window.addEventListener('keydown', onKey)\n\n return () => window.removeEventListener('keydown', onKey)\n }, [])\n\n const enabled = c.enabled && gpuTier === 2\n\n useEffect(() => {\n if (!canvasRef.current || !enabled) {\n return\n }\n\n let renderer: THREE.WebGLRenderer\n\n try {\n renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: canvasRef.current\n })\n } catch {\n // See note in noise.tsx — eager gpu-tier detection should keep us\n // out of here, but if the driver fails the renderer constructor\n // anyway, downgrade so other overlays stop trying too.\n $gpuTier.set(0)\n\n return\n }\n\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n\n const [rtSource, rtA, rtB] = [0, 1, 2].map(\n () =>\n new THREE.WebGLRenderTarget(innerWidth, innerHeight, {\n magFilter: THREE.NearestFilter,\n minFilter: THREE.NearestFilter\n })\n )\n\n const textures = TEXTURES.map(p => {\n const t = new THREE.TextureLoader().load(p)\n t.wrapS = t.wrapT = THREE.ClampToEdgeWrapping\n t.minFilter = t.magFilter = THREE.LinearFilter\n\n return t\n })\n\n const texU = Object.fromEntries(\n textures.map((t, i) => [`uTex${i}`, { value: t }])\n )\n\n const srcU = {\n ...texU,\n uDrift: { value: 0 },\n uFolds: { value: 0 },\n uRotate: { value: 0 },\n uSpeed: { value: 0 },\n uTime: { value: 0 },\n uZoom: { value: 0 }\n }\n\n const moshU = {\n ...texU,\n uCurrent: { value: rtSource.texture },\n uIntensity: { value: 0 },\n uMotion: { value: 0 },\n uPrev: { value: rtA.texture },\n uRes: { value: new THREE.Vector2(innerWidth, innerHeight) },\n uSpeed: { value: 0 },\n uTime: { value: 0 },\n uZoom: { value: 0 }\n }\n\n const outU = {\n uAlpha: { value: 0 },\n uColor: { value: new THREE.Color() },\n uHue: { value: 0 },\n uInput: { value: rtB.texture },\n uTime: { value: 0 }\n }\n\n const mkScene = (frag: string, uniforms: object, transparent = false) => {\n const s = new THREE.Scene()\n s.add(\n new THREE.Mesh(\n geo.clone(),\n new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent,\n uniforms: uniforms as Record<string, THREE.IUniform<any>>,\n vertexShader: vert\n })\n )\n )\n\n return s\n }\n\n const srcScene = mkScene(sourceFrag, srcU)\n const moshScene = mkScene(moshFrag, moshU)\n const outScene = mkScene(outputFrag, outU, true)\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n renderer.setPixelRatio(Math.min(devicePixelRatio, 2))\n ;[rtSource, rtA, rtB].forEach(rt => rt.setSize(innerWidth, innerHeight))\n moshU.uRes.value.set(innerWidth, innerHeight)\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let raf: number,\n ping = true,\n time = 0\n\n const loop = () => {\n raf = requestAnimationFrame(loop)\n time += 0.016\n\n const v = cRef.current\n\n srcU.uTime.value = time\n srcU.uSpeed.value = v.speed\n srcU.uZoom.value = v.zoom\n srcU.uRotate.value = v.rotate\n srcU.uFolds.value = v.folds\n srcU.uDrift.value = v.drift\n\n moshU.uTime.value = time\n moshU.uIntensity.value = v.intensity\n moshU.uMotion.value = v.motion\n moshU.uSpeed.value = v.speed\n moshU.uZoom.value = v.zoom\n\n outU.uTime.value = time\n outU.uAlpha.value = v.alpha\n outU.uHue.value = v.hue\n outU.uColor.value.set(typeof v.color === 'string' ? v.color : '#fff')\n\n renderer.setRenderTarget(rtSource)\n renderer.render(srcScene, camera)\n\n const [read, write] = ping ? [rtA, rtB] : [rtB, rtA]\n moshU.uPrev.value = read.texture\n renderer.setRenderTarget(write)\n renderer.render(moshScene, camera)\n\n outU.uInput.value = write.texture\n renderer.setRenderTarget(null)\n renderer.render(outScene, camera)\n\n ping = !ping\n }\n\n loop()\n\n return () => {\n window.removeEventListener('resize', resize)\n cancelAnimationFrame(raf)\n textures.forEach(t => t.dispose())\n ;[geo, rtSource, rtA, rtB, renderer].forEach(x => x.dispose())\n }\n }, [enabled])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={canvasRef}\n style={{\n mixBlendMode: (blendOverride ??\n c.blend) as React.CSSProperties['mixBlendMode'],\n ...style\n }}\n />\n )\n}\n\ninterface GreysProps {\n className?: string\n style?: React.CSSProperties\n}"]}
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vec2(cos(a), sin(a));\n }\n\n vec4 tex(int i, vec2 uv) {\n if (i == 0) return texture2D(uTex0, uv);\n if (i == 1) return texture2D(uTex1, uv);\n if (i == 2) return texture2D(uTex2, uv);\n return texture2D(uTex3, uv);\n }\n\n void main() {\n vec2 uv = rot(vUv - .5, uTime * uRotate * .05);\n if (uFolds > 1.) uv = kaleid(uv, uFolds);\n\n float dt = uTime * uDrift * .1;\n uv = uv / uZoom + .5 + vec2(sin(dt * .7) * cos(dt * .3), cos(dt * .5) * sin(dt * .9)) * .15 * uDrift;\n\n float cycle = mod(uTime * uSpeed * .01, 4.);\n int i0 = int(floor(cycle)), i1 = int(mod(float(i0) + 1., 4.));\n float t = smoothstep(0., 1., fract(cycle));\n\n vec3 base = mix(gray(vec3(1.) - tex(i0, uv).rgb), gray(vec3(1.) - tex(i1, uv).rgb), t);\n vec2 uvF = vec2(1. - uv.x, uv.y);\n vec3 flip = mix(gray(vec3(1.) - tex(i0, uvF).rgb), gray(vec3(1.) - tex(i1, uvF).rgb), t);\n\n gl_FragColor = vec4(mix(base, flip, .3 + sin(uTime * .2) * .2), 1.);\n }\n`\n\nconst moshFrag = /*glsl*/ `\n uniform sampler2D uCurrent, uPrev, uTex0, uTex1, uTex2, uTex3;\n uniform float uTime, uIntensity, uMotion, uZoom, uSpeed;\n uniform vec2 uRes;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }\n vec2 hash2(vec2 p) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }\n\n float noise(vec2 p) {\n vec2 i = floor(p), f = fract(p) * fract(p) * (3. - 2. * fract(p));\n return mix(mix(hash(i), hash(i + vec2(1., 0.)), f.x), mix(hash(i + vec2(0., 1.)), hash(i + vec2(1., 1.)), f.x), f.y);\n }\n\n vec3 gray(vec3 c) { return vec3(dot(c, vec3(.299, .587, .114))); }\n\n vec2 distort(vec2 uv, float k, float t) {\n float n1 = noise(uv * 8. + t * .5), n2 = noise(uv * 12. + t * .7), flow = noise(uv * 4. + t * .3);\n return uv + vec2(cos(n1 * 6.28 + t * 1.2), sin(n2 * 6.28 + t * .9)) * .02 * k\n + vec2(cos(flow * 6.28 + uv.y * 10.), sin(flow * 6.28 + uv.x * 10.)) * .015 * k;\n }\n\n vec3 tex(int i, vec2 uv) {\n vec2 zuv = (uv - .5) / uZoom + .5;\n if (i == 0) return gray(vec3(1.) - texture2D(uTex0, zuv).rgb);\n if (i == 1) return gray(vec3(1.) - texture2D(uTex1, zuv).rgb);\n if (i == 2) return gray(vec3(1.) - texture2D(uTex2, zuv).rgb);\n return gray(vec3(1.) - texture2D(uTex3, zuv).rgb);\n }\n\n void main() {\n vec2 uv = vUv;\n float t = uTime * uSpeed, tS = floor(t * .1), pS = 80.;\n float amt = uIntensity * uMotion * .8 * (.7 + (sin(t * .5) * .5 + .5) * .3);\n\n vec2 mUV = distort(uv, uIntensity * .4, t);\n\n float hS = floor(uv.y * pS), hA = smoothstep(0., .8, hash(vec2(hS, tS)));\n float hO = (hash(vec2(hS, tS + 50.)) - .5) * .25 * hA * amt;\n float vS = floor(uv.x * pS), vA = smoothstep(0., .8, hash(vec2(vS, tS + 100.)));\n float vO = (hash(vec2(vS, tS + 150.)) - .5) * .25 * vA * amt;\n mUV += vec2(hO, vO);\n\n float bS = pS * .25;\n float hBA = step(.5, hash(vec2(floor(uv.y * bS), tS + 200.)));\n float hBO = (hash(vec2(floor(uv.y * bS), 200.)) - .5) * .35 * hBA * amt;\n float vBA = step(.5, hash(vec2(floor(uv.x * bS), tS + 300.)));\n float vBO = (hash(vec2(floor(uv.x * bS), 250.)) - .5) * .35 * vBA * amt;\n mUV += vec2(hBO, vBO);\n\n vec2 blk = floor(uv * pS * .15);\n mUV += (hash2(vec2(blk.x, blk.y + 500.)) - .5) * .4 * step(.7, hash(vec2(blk.x, blk.y + tS))) * amt;\n mUV = clamp(mUV, 0., 1.);\n\n vec3 prev = texture2D(uPrev, mUV).rgb;\n prev = mix(prev, texture2D(uPrev, clamp(uv + vec2(hBO, vBO), 0., 1.)).rgb, max(hBA, vBA) * .9);\n\n float tY = floor(uv.y * pS * .4);\n if (hash(vec2(tY, tS + 400.)) > .75) {\n prev = mix(prev, texture2D(uPrev, clamp(vec2(uv.x + (hash(vec2(tY, 400.)) - .5) * .5 * amt, uv.y), 0., 1.)).rgb, .85);\n }\n\n if (hA > 0. && amt > .01) {\n prev = mix(prev, gray(texture2D(uPrev, clamp(vec2(uv.x + (gray(prev).r - uv.x) * amt + hO, uv.y), 0., 1.)).rgb), hA);\n }\n\n float d = mix(mix(.97, .99, noise(uv * 8. + t * .2)), 0., step(.994, hash(vec2(tS, 0.))));\n gl_FragColor = vec4(mix(texture2D(uCurrent, uv).rgb, prev, d), 1.);\n }\n`\n\nconst outputFrag = /*glsl*/ `\n uniform sampler2D uInput;\n uniform float uTime, uAlpha, uHue;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }\n\n vec3 hueShift(vec3 c, float h) {\n float a = h * 6.28318, s = sin(a), co = cos(a);\n vec3 w = vec3(.299, .587, .114);\n return clamp(vec3(\n dot(c, w) + dot(c, vec3(.701, -.587, -.114) * co + vec3(.168, .330, -.497) * s),\n dot(c, w) + dot(c, vec3(-.299, .413, -.114) * co + vec3(.328, .035, -.363) * s),\n dot(c, w) + dot(c, vec3(-.299, -.587, .886) * co + vec3(-.497, .330, .168) * s)\n ), 0., 1.);\n }\n\n void main() {\n vec3 m = texture2D(uInput, vUv).rgb;\n m *= 1. - step(.5, fract(vUv.y * 200.)) * .06 * step(.97, hash(vec2(floor(vUv.y * 30.), floor(uTime * .5))));\n\n float lum = dot(m, vec3(.299, .587, .114));\n gl_FragColor = vec4(hueShift(mix(vec3(lum), uColor * lum * 2., length(uColor)), uHue) * uAlpha, smoothstep(.08, .18, lum * uAlpha));\n }\n`\n\nconst TEXTURES = [\n '/anatomy/grays-0.jpg',\n '/anatomy/grays-3.jpg',\n '/anatomy/grays-6.jpg',\n '/anatomy/grays-9.jpg'\n]\n\nexport function Greys({ className, style }: GreysProps) {\n const gpuTier = useGpuTier()\n const [blendOverride, setBlendOverride] = useState<string | null>(null)\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n const c = useSmoothControls(\n 'Effects/Greys',\n {\n alpha: { max: 1, min: 0, step: 0.01, value: 0.19 },\n blend: { options: BLEND_MODES, value: 'color-burn' },\n color: { value: '#ffac02' },\n drift: { max: 2, min: 0, step: 0.1, value: 0.5 },\n enabled: { value: false },\n folds: { max: 12, min: 1, step: 1, value: 1 },\n hue: { max: 1, min: 0, step: 0.01, value: 0.37 },\n intensity: { max: 3, min: 0, step: 0.1, value: 0.1 },\n motion: { max: 2, min: 0, step: 0.1, value: 0.1 },\n rotate: { max: 2, min: -2, step: 0.1, value: 0.3 },\n speed: { max: 1, min: 0.01, step: 0.01, value: 0.21 },\n zoom: { max: 4, min: 0.5, step: 0.1, value: 0.7 }\n },\n { collapsed: true }\n )\n\n const cRef = useRef(c)\n cRef.current = c\n\n useEffect(() => {\n const onKey = (e: KeyboardEvent) =>\n e.key.toLowerCase() === 'x' &&\n setBlendOverride(p => (p === 'screen' ? null : 'screen'))\n\n window.addEventListener('keydown', onKey)\n\n return () => window.removeEventListener('keydown', onKey)\n }, [])\n\n const enabled = c.enabled && gpuTier === 2\n\n useEffect(() => {\n if (!canvasRef.current || !enabled) {\n return\n }\n\n let renderer: THREE.WebGLRenderer\n\n try {\n renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: canvasRef.current\n })\n } catch {\n // See note in noise.tsx — eager gpu-tier detection should keep us\n // out of here, but if the driver fails the renderer constructor\n // anyway, downgrade so other overlays stop trying too.\n $gpuTier.set(0)\n\n return\n }\n\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n\n const [rtSource, rtA, rtB] = [0, 1, 2].map(\n () =>\n new THREE.WebGLRenderTarget(innerWidth, innerHeight, {\n magFilter: THREE.NearestFilter,\n minFilter: THREE.NearestFilter\n })\n )\n\n const textures = TEXTURES.map(p => {\n const t = new THREE.TextureLoader().load(p)\n t.wrapS = t.wrapT = THREE.ClampToEdgeWrapping\n t.minFilter = t.magFilter = THREE.LinearFilter\n\n return t\n })\n\n const texU = Object.fromEntries(\n textures.map((t, i) => [`uTex${i}`, { value: t }])\n )\n\n const srcU = {\n ...texU,\n uDrift: { value: 0 },\n uFolds: { value: 0 },\n uRotate: { value: 0 },\n uSpeed: { value: 0 },\n uTime: { value: 0 },\n uZoom: { value: 0 }\n }\n\n const moshU = {\n ...texU,\n uCurrent: { value: rtSource.texture },\n uIntensity: { value: 0 },\n uMotion: { value: 0 },\n uPrev: { value: rtA.texture },\n uRes: { value: new THREE.Vector2(innerWidth, innerHeight) },\n uSpeed: { value: 0 },\n uTime: { value: 0 },\n uZoom: { value: 0 }\n }\n\n const outU = {\n uAlpha: { value: 0 },\n uColor: { value: new THREE.Color() },\n uHue: { value: 0 },\n uInput: { value: rtB.texture },\n uTime: { value: 0 }\n }\n\n const mkScene = (frag: string, uniforms: object, transparent = false) => {\n const s = new THREE.Scene()\n s.add(\n new THREE.Mesh(\n geo.clone(),\n new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent,\n uniforms: uniforms as Record<string, THREE.IUniform<any>>,\n vertexShader: vert\n })\n )\n )\n\n return s\n }\n\n const srcScene = mkScene(sourceFrag, srcU)\n const moshScene = mkScene(moshFrag, moshU)\n const outScene = mkScene(outputFrag, outU, true)\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n // Cap at 1.5x — Greys does triple-buffered ping-pong rendering at\n // every frame, so retina x2 is brutal on fillrate.\n renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5))\n ;[rtSource, rtA, rtB].forEach(rt => rt.setSize(innerWidth, innerHeight))\n moshU.uRes.value.set(innerWidth, innerHeight)\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let ping = true,\n time = 0\n\n // 30fps cap — feedback effect, no perceptual loss vs 60fps but\n // halves the cost of the heaviest overlay we ship.\n const dispose = runRenderLoop({\n el: canvasRef.current,\n minIntervalMs: 33,\n onFrame: deltaSeconds => {\n time += deltaSeconds\n\n const v = cRef.current\n\n srcU.uTime.value = time\n srcU.uSpeed.value = v.speed\n srcU.uZoom.value = v.zoom\n srcU.uRotate.value = v.rotate\n srcU.uFolds.value = v.folds\n srcU.uDrift.value = v.drift\n\n moshU.uTime.value = time\n moshU.uIntensity.value = v.intensity\n moshU.uMotion.value = v.motion\n moshU.uSpeed.value = v.speed\n moshU.uZoom.value = v.zoom\n\n outU.uTime.value = time\n outU.uAlpha.value = v.alpha\n outU.uHue.value = v.hue\n outU.uColor.value.set(typeof v.color === 'string' ? v.color : '#fff')\n\n renderer.setRenderTarget(rtSource)\n renderer.render(srcScene, camera)\n\n const [read, write] = ping ? [rtA, rtB] : [rtB, rtA]\n moshU.uPrev.value = read.texture\n renderer.setRenderTarget(write)\n renderer.render(moshScene, camera)\n\n outU.uInput.value = write.texture\n renderer.setRenderTarget(null)\n renderer.render(outScene, camera)\n\n ping = !ping\n }\n })\n\n return () => {\n window.removeEventListener('resize', resize)\n dispose()\n textures.forEach(t => t.dispose())\n ;[geo, rtSource, rtA, rtB, renderer].forEach(x => x.dispose())\n }\n }, [enabled])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={canvasRef}\n style={{\n mixBlendMode: (blendOverride ??\n c.blend) as React.CSSProperties['mixBlendMode'],\n ...style\n }}\n />\n )\n}\n\ninterface GreysProps {\n className?: string\n style?: React.CSSProperties\n}"]}
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{"version":3,"file":"noise.d.ts","sourceRoot":"","sources":["../../../../src/ui/components/overlays/noise.tsx"],"names":[],"mappings":"AAqCA,wBAAgB,KAAK,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,UAAU,
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{"version":3,"file":"noise.d.ts","sourceRoot":"","sources":["../../../../src/ui/components/overlays/noise.tsx"],"names":[],"mappings":"AAqCA,wBAAgB,KAAK,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,UAAU,kDAmIrD;AAED,UAAU,UAAU;IAClB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
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{"version":3,"file":"noise.js","sourceRoot":"","sources":["../../../../src/ui/components/overlays/noise.tsx"],"names":[],"mappings":"AAAA,YAAY,CAAA;;AAEZ,OAAO,EAAE,SAAS,EAAE,MAAM,EAAE,MAAM,OAAO,CAAA;AACzC,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAE9B,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,6BAA6B,CAAA;AAClE,OAAO,EAAE,iBAAiB,EAAE,MAAM,oCAAoC,CAAA;AACtE,OAAO,EAAE,EAAE,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAA;AAE9C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAA;AAE3C,MAAM,IAAI,GAAG,QAAQ,CAAC;;;;;;CAMrB,CAAA;AAED,MAAM,IAAI,GAAG,QAAQ,CAAC;;;;;;;;;;;;;;;;CAgBrB,CAAA;AAED,MAAM,UAAU,KAAK,CAAC,EAAE,SAAS,EAAE,KAAK,EAAc;IACpD,MAAM,OAAO,GAAG,UAAU,EAAE,CAAA;IAE5B,MAAM,CAAC,GAAG,iBAAiB,CACzB,eAAe,EACf;QACE,KAAK,EAAE,EAAE,OAAO,EAAE,WAAW,EAAE,KAAK,EAAE,aAAsB,EAAE;QAC9D,KAAK,EAAE,EAAE,KAAK,EAAE,SAAS,EAAE;QAC3B,OAAO,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE;QACpD,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE;QACxB,OAAO,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE;QACpD,IAAI,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC,EAAE;KACjD,EACD,EAAE,SAAS,EAAE,IAAI,EAAE,CACpB,CAAA;IAED,MAAM,SAAS,GAAG,MAAM,CAAoB,IAAI,CAAC,CAAA;
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client'\n\nimport { useEffect, useRef } from 'react'\nimport * as THREE from 'three'\n\nimport { $gpuTier, useGpuTier } from '../../../hooks/use-gpu-tier'\nimport { useSmoothControls } from '../../../hooks/use-smooth-controls'\nimport { cn, hexToVec3 } from '../../../utils'\n\nimport { BLEND_MODES } from './blend-modes'\n\nconst vert = /*glsl*/ `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n`\n\nconst frag = /*glsl*/ `\n uniform vec2 uRes;\n uniform float uDpr, uSize, uDensity, uOpacity;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) {\n vec3 p3 = fract(vec3(p.xyx) * 0.1031);\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n }\n\n void main() {\n float n = hash(floor(vUv * uRes / (uSize * uDpr)));\n gl_FragColor = vec4(uColor, step(1.0 - uDensity, n)) * uOpacity;\n }\n`\n\nexport function Noise({ className, style }: NoiseProps) {\n const gpuTier = useGpuTier()\n\n const c = useSmoothControls(\n 'Effects/Noise',\n {\n blend: { options: BLEND_MODES, value: 'color-dodge' as const },\n color: { value: '#eaeaea' },\n density: { max: 1, min: 0, step: 0.01, value: 0.11 },\n enabled: { value: true },\n opacity: { max: 1, min: 0, step: 0.01, value: 0.55 },\n size: { max: 10, min: 0.1, step: 0.1, value: 1 }\n },\n { collapsed: true }\n )\n\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n const enabled = c.enabled && gpuTier > 0\n\n // The noise shader is fully deterministic: given the same uniforms it\n // produces an identical output every frame. The previous version ran\n // it at 60fps forever, which on a retina display with mix-blend-mode\n // is enough to peg the GPU/compositor for the entire lifetime of the\n // page (this is the dominant contributor to the \"fans go crazy after\n // a few hours of idle\" symptom).\n //\n // Instead we render exactly once on mount, and re-render only when\n // the user-controllable uniforms change or the viewport resizes.\n useEffect(() => {\n if (!canvasRef.current || !enabled) {\n return\n }\n\n let renderer: THREE.WebGLRenderer\n\n try {\n renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: canvasRef.current,\n premultipliedAlpha: false\n })\n } catch {\n $gpuTier.set(0)\n\n return\n }\n\n renderer.setClearColor(0x000000, 0)\n\n const scene = new THREE.Scene()\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n\n const mat = new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent: true,\n uniforms: {\n uColor: { value: hexToVec3(c.color) },\n uDensity: { value: c.density },\n uDpr: { value: 1 },\n uOpacity: { value: c.opacity },\n uRes: { value: new THREE.Vector2() },\n uSize: { value: c.size }\n },\n vertexShader: vert\n })\n\n scene.add(new THREE.Mesh(geo, mat))\n\n // Cap pixel ratio at 1.5 — noise is intentionally pixelated, so the\n // extra retina samples are wasted fillrate.\n const dpr = Math.min(devicePixelRatio, 1.5)\n\n const render = () => {\n mat.uniforms.uColor.value = hexToVec3(c.color)\n mat.uniforms.uDensity.value = c.density\n mat.uniforms.uOpacity.value = c.opacity\n mat.uniforms.uSize.value = c.size\n mat.uniforms.uDpr.value = dpr\n renderer.render(scene, camera)\n }\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n renderer.setPixelRatio(dpr)\n mat.uniforms.uRes.value.set(innerWidth * dpr, innerHeight * dpr)\n render()\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n // Re-render when the tab becomes visible again, in case the GL\n // context was discarded by the browser while the page was\n // backgrounded — otherwise we can come back to a transparent canvas.\n const onVisibility = () => {\n if (!document.hidden) render()\n }\n\n document.addEventListener('visibilitychange', onVisibility)\n\n return () => {\n window.removeEventListener('resize', resize)\n document.removeEventListener('visibilitychange', onVisibility)\n\n mat.dispose()\n geo.dispose()\n renderer.dispose()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [\n enabled,\n gpuTier,\n c.color,\n c.density,\n c.opacity,\n c.size\n ])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={canvasRef}\n style={{ mixBlendMode: c.blend, ...style }}\n />\n )\n}\n\ninterface NoiseProps {\n className?: string\n style?: React.CSSProperties\n}\n"]}
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{"version":3,"file":"scene-canvas.d.ts","sourceRoot":"","sources":["../../../src/ui/components/scene-canvas.tsx"],"names":[],"mappings":"AAqHA,wBAAgB,WAAW,CAAC,EAC1B,MAAM,EACN,QAAQ,EACR,SAAS,EACT,SAAS,EACT,QAAQ,EACR,KAAK,EACN,EAAE,gBAAgB,
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{"version":3,"file":"scene-canvas.d.ts","sourceRoot":"","sources":["../../../src/ui/components/scene-canvas.tsx"],"names":[],"mappings":"AAqHA,wBAAgB,WAAW,CAAC,EAC1B,MAAM,EACN,QAAQ,EACR,SAAS,EACT,SAAS,EACT,SAAoB,EACpB,QAAQ,EACR,KAAK,EACN,EAAE,gBAAgB,2CA0GlB;AAED,UAAU,gBAAgB;IACxB,MAAM,CAAC,EAAE;QACP,GAAG,CAAC,EAAE,MAAM,CAAA;QACZ,IAAI,CAAC,EAAE,MAAM,CAAA;QACb,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;QACnC,IAAI,CAAC,EAAE,MAAM,CAAA;KACd,CAAA;IACD,QAAQ,EAAE,MAAM,KAAK,CAAC,SAAS,CAAA;IAC/B,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,SAAS,CAAC,EAAE,OAAO,CAAA;IACnB;;;;;;OAMG;IACH,SAAS,CAAC,EAAE,QAAQ,GAAG,QAAQ,GAAG,OAAO,CAAA;IACzC,QAAQ,CAAC,EAAE,OAAO,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
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export function SceneCanvas({ camera, children, className, contained, noEvents, style }) {
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export function SceneCanvas({ camera, children, className, contained, frameloop = 'always', noEvents, style }) {
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const canvas = (_jsx(Canvas, { camera: cam, className: className, dpr: [1, 2], eventPrefix: contained ? 'client' : 'offset', eventSource: contained ? (container ?? undefined) : undefined, gl: GL, orthographic: true, style: contained
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const canvas = (_jsx(Canvas, { camera: cam, className: className, dpr: [1, 2], eventPrefix: contained ? 'client' : 'offset', eventSource: contained ? (container ?? undefined) : undefined, frameloop: effectiveFrameloop, gl: GL, orthographic: true, style: contained
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client'\n\nimport { Canvas, useFrame, useThree } from '@react-three/fiber'\nimport {\n Suspense,\n useEffect,\n useLayoutEffect,\n useMemo,\n useRef,\n useState\n} from 'react'\nimport * as THREE from 'three'\n\nconst GL = {\n alpha: true,\n antialias: true,\n depth: true,\n outputColorSpace: 'srgb',\n powerPreference: 'high-performance',\n stencil: false\n} as const\n\nconst tmp = {\n camDir: new THREE.Vector3(),\n hit: new THREE.Vector3(),\n ndc: new THREE.Vector2(),\n origin: new THREE.Vector3(0, 0, 0),\n plane: new THREE.Plane(),\n ray: new THREE.Raycaster()\n}\n\ntype Bounds = { height: number; pageX: number; pageY: number; width: number }\n\nfunction useBounds(target: HTMLElement | null) {\n const bounds = useRef<Bounds | null>(null)\n\n useLayoutEffect(() => {\n if (!target) {\n return\n }\n\n const measure = () => {\n const b = target.getBoundingClientRect()\n bounds.current = {\n height: b.height,\n pageX: b.left + window.scrollX,\n pageY: b.top + window.scrollY,\n width: b.width\n }\n }\n\n measure()\n\n const ro = new ResizeObserver(measure)\n ro.observe(target)\n ro.observe(document.body)\n window.addEventListener('resize', measure, { passive: true })\n\n return () => {\n ro.disconnect()\n window.removeEventListener('resize', measure)\n }\n }, [target])\n\n return bounds\n}\n\nfunction PositionedGroup({\n baseZoom,\n bounds,\n children\n}: React.PropsWithChildren<{\n baseZoom: number\n bounds: React.RefObject<Bounds | null>\n}>) {\n const ref = useRef<THREE.Group>(null)\n const { camera, size, viewport } = useThree()\n\n useFrame(() => {\n const g = ref.current\n const b = bounds.current\n\n if (!g || !b) {\n return\n }\n\n const left = b.pageX - window.scrollX\n const top = b.pageY - window.scrollY\n\n tmp.ndc.set(\n ((left + b.width / 2) / size.width) * 2 - 1,\n 1 - ((top + b.height / 2) / size.height) * 2\n )\n\n camera.getWorldDirection(tmp.camDir)\n tmp.plane.setFromNormalAndCoplanarPoint(tmp.camDir, tmp.origin)\n tmp.ray.setFromCamera(tmp.ndc, camera)\n\n const hit = tmp.ray.ray.intersectPlane(tmp.plane, tmp.hit)\n\n if (hit) {\n g.position.copy(hit)\n }\n\n const zoom = (camera as THREE.Camera & { zoom?: number }).zoom ?? 1\n\n g.scale.setScalar(\n Math.min(\n (b.width / size.width) * viewport.width,\n (b.height / size.height) * viewport.height\n ) * (baseZoom > 0 ? zoom / baseZoom : 1)\n )\n })\n\n return <group ref={ref}>{children}</group>\n}\n\nexport function SceneCanvas({\n camera,\n children,\n className,\n contained,\n noEvents,\n style\n}: SceneCanvasProps) {\n const [container, setContainer] = useState<HTMLDivElement | null>(null)\n const baseZoom = camera?.zoom ?? 150\n\n const bounds = useBounds(\n contained ? (container?.parentElement ?? null) : null\n )\n\n useEffect(() => {\n const el = contained && !noEvents ? container : null\n\n if (!el) {\n return\n }\n\n const lock = () => (document.body.style.userSelect = 'none')\n const unlock = () => (document.body.style.userSelect = '')\n\n el.addEventListener('pointerdown', lock)\n window.addEventListener('pointerup', unlock)\n\n return () => {\n el.removeEventListener('pointerdown', lock)\n window.removeEventListener('pointerup', unlock)\n }\n }, [container, contained, noEvents])\n\n const cam = useMemo(\n () => ({\n far: camera?.far ?? 100,\n near: camera?.near ?? -100,\n position: camera?.position ?? ([0, 0, 10] as [number, number, number]),\n zoom: baseZoom * (contained ? 1 : 2)\n }),\n [baseZoom, camera, contained]\n )\n\n const canvas = (\n <Canvas\n camera={cam}\n className={className}\n dpr={[1, 2]}\n eventPrefix={contained ? 'client' : 'offset'}\n eventSource={contained ? (container ?? undefined) : undefined}\n gl={GL}\n orthographic\n style={\n contained\n ? {\n height: '100dvh',\n inset: 0,\n pointerEvents: 'none',\n position: 'fixed',\n width: '100dvw',\n zIndex: 0,\n ...style\n }\n : { height: '100%', width: '100%', ...style }\n }\n >\n {contained ? (\n <PositionedGroup baseZoom={baseZoom} bounds={bounds}>\n {children()}\n </PositionedGroup>\n ) : (\n children()\n )}\n </Canvas>\n )\n\n return contained ? (\n <Suspense>\n <div\n ref={setContainer}\n style={{\n height: '100%',\n inset: 0,\n pointerEvents: noEvents ? 'none' : 'auto',\n position: 'absolute',\n width: '100%',\n zIndex: 1\n }}\n />\n {canvas}\n </Suspense>\n ) : (\n canvas\n )\n}\n\ninterface SceneCanvasProps {\n camera?: {\n far?: number\n near?: number\n position?: [number, number, number]\n zoom?: number\n }\n children: () => React.ReactNode\n className?: string\n contained?: boolean\n noEvents?: boolean\n style?: React.CSSProperties\n}\n"]}
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client'\n\nimport { Canvas, useFrame, useThree } from '@react-three/fiber'\nimport {\n Suspense,\n useEffect,\n useLayoutEffect,\n useMemo,\n useRef,\n useState\n} from 'react'\nimport * as THREE from 'three'\n\nconst GL = {\n alpha: true,\n antialias: true,\n depth: true,\n outputColorSpace: 'srgb',\n powerPreference: 'high-performance',\n stencil: false\n} as const\n\nconst tmp = {\n camDir: new THREE.Vector3(),\n hit: new THREE.Vector3(),\n ndc: new THREE.Vector2(),\n origin: new THREE.Vector3(0, 0, 0),\n plane: new THREE.Plane(),\n ray: new THREE.Raycaster()\n}\n\ntype Bounds = { height: number; pageX: number; pageY: number; width: number }\n\nfunction useBounds(target: HTMLElement | null) {\n const bounds = useRef<Bounds | null>(null)\n\n useLayoutEffect(() => {\n if (!target) {\n return\n }\n\n const measure = () => {\n const b = target.getBoundingClientRect()\n bounds.current = {\n height: b.height,\n pageX: b.left + window.scrollX,\n pageY: b.top + window.scrollY,\n width: b.width\n }\n }\n\n measure()\n\n const ro = new ResizeObserver(measure)\n ro.observe(target)\n ro.observe(document.body)\n window.addEventListener('resize', measure, { passive: true })\n\n return () => {\n ro.disconnect()\n window.removeEventListener('resize', measure)\n }\n }, [target])\n\n return bounds\n}\n\nfunction PositionedGroup({\n baseZoom,\n bounds,\n children\n}: React.PropsWithChildren<{\n baseZoom: number\n bounds: React.RefObject<Bounds | null>\n}>) {\n const ref = useRef<THREE.Group>(null)\n const { camera, size, viewport } = useThree()\n\n useFrame(() => {\n const g = ref.current\n const b = bounds.current\n\n if (!g || !b) {\n return\n }\n\n const left = b.pageX - window.scrollX\n const top = b.pageY - window.scrollY\n\n tmp.ndc.set(\n ((left + b.width / 2) / size.width) * 2 - 1,\n 1 - ((top + b.height / 2) / size.height) * 2\n )\n\n camera.getWorldDirection(tmp.camDir)\n tmp.plane.setFromNormalAndCoplanarPoint(tmp.camDir, tmp.origin)\n tmp.ray.setFromCamera(tmp.ndc, camera)\n\n const hit = tmp.ray.ray.intersectPlane(tmp.plane, tmp.hit)\n\n if (hit) {\n g.position.copy(hit)\n }\n\n const zoom = (camera as THREE.Camera & { zoom?: number }).zoom ?? 1\n\n g.scale.setScalar(\n Math.min(\n (b.width / size.width) * viewport.width,\n (b.height / size.height) * viewport.height\n ) * (baseZoom > 0 ? zoom / baseZoom : 1)\n )\n })\n\n return <group ref={ref}>{children}</group>\n}\n\nexport function SceneCanvas({\n camera,\n children,\n className,\n contained,\n frameloop = 'always',\n noEvents,\n style\n}: SceneCanvasProps) {\n const [container, setContainer] = useState<HTMLDivElement | null>(null)\n const baseZoom = camera?.zoom ?? 150\n\n const bounds = useBounds(\n contained ? (container?.parentElement ?? null) : null\n )\n\n useEffect(() => {\n const el = contained && !noEvents ? container : null\n\n if (!el) {\n return\n }\n\n const lock = () => (document.body.style.userSelect = 'none')\n const unlock = () => (document.body.style.userSelect = '')\n\n el.addEventListener('pointerdown', lock)\n window.addEventListener('pointerup', unlock)\n\n return () => {\n el.removeEventListener('pointerdown', lock)\n window.removeEventListener('pointerup', unlock)\n }\n }, [container, contained, noEvents])\n\n // Pause the R3F render loop when the tab is hidden. Even on\n // `frameloop=\"always\"` scenes we don't want the GPU running while the\n // user can't see anything — this is the dominant fix for the \"fans\n // crank up after hours of idle\" symptom.\n const [pageHidden, setPageHidden] = useState(\n typeof document !== 'undefined' && document.hidden\n )\n\n useEffect(() => {\n const onVisibility = () => setPageHidden(document.hidden)\n document.addEventListener('visibilitychange', onVisibility)\n\n return () => document.removeEventListener('visibilitychange', onVisibility)\n }, [])\n\n const effectiveFrameloop = pageHidden ? 'never' : frameloop\n\n const cam = useMemo(\n () => ({\n far: camera?.far ?? 100,\n near: camera?.near ?? -100,\n position: camera?.position ?? ([0, 0, 10] as [number, number, number]),\n zoom: baseZoom * (contained ? 1 : 2)\n }),\n [baseZoom, camera, contained]\n )\n\n const canvas = (\n <Canvas\n camera={cam}\n className={className}\n dpr={[1, 2]}\n eventPrefix={contained ? 'client' : 'offset'}\n eventSource={contained ? (container ?? undefined) : undefined}\n frameloop={effectiveFrameloop}\n gl={GL}\n orthographic\n style={\n contained\n ? {\n height: '100dvh',\n inset: 0,\n pointerEvents: 'none',\n position: 'fixed',\n width: '100dvw',\n zIndex: 0,\n ...style\n }\n : { height: '100%', width: '100%', ...style }\n }\n >\n {contained ? (\n <PositionedGroup baseZoom={baseZoom} bounds={bounds}>\n {children()}\n </PositionedGroup>\n ) : (\n children()\n )}\n </Canvas>\n )\n\n return contained ? (\n <Suspense>\n <div\n ref={setContainer}\n style={{\n height: '100%',\n inset: 0,\n pointerEvents: noEvents ? 'none' : 'auto',\n position: 'absolute',\n width: '100%',\n zIndex: 1\n }}\n />\n {canvas}\n </Suspense>\n ) : (\n canvas\n )\n}\n\ninterface SceneCanvasProps {\n camera?: {\n far?: number\n near?: number\n position?: [number, number, number]\n zoom?: number\n }\n children: () => React.ReactNode\n className?: string\n contained?: boolean\n /**\n * R3F frame-loop mode. Defaults to `'always'` for backwards\n * compatibility, but `'demand'` is strongly preferred for static\n * scenes (use `invalidate()` from `useThree` to request frames). The\n * canvas additionally pauses (forces `'never'`) while the document\n * is hidden, regardless of this setting.\n */\n frameloop?: 'always' | 'demand' | 'never'\n noEvents?: boolean\n style?: React.CSSProperties\n}\n"]}
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@@ -1 +1 @@
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-
{"version":3,"file":"tier-card.d.ts","sourceRoot":"","sources":["../../../src/ui/components/tier-card.tsx"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,QAAQ,CAAC,EACvB,KAAK,EACL,OAAO,EACP,SAAS,EACT,KAAK,EACL,SAAiB,EACjB,QAAQ,EACR,OAAO,EACP,KAAK,EACL,QAAgB,EAChB,IAAI,EACJ,YAAY,EACZ,KAAK,EACN,EAAE,aAAa,
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{"version":3,"file":"tier-card.d.ts","sourceRoot":"","sources":["../../../src/ui/components/tier-card.tsx"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,QAAQ,CAAC,EACvB,KAAK,EACL,OAAO,EACP,SAAS,EACT,KAAK,EACL,SAAiB,EACjB,QAAQ,EACR,OAAO,EACP,KAAK,EACL,QAAgB,EAChB,IAAI,EACJ,YAAY,EACZ,KAAK,EACN,EAAE,aAAa,2CAqHf;AAED,MAAM,WAAW,aAAa;IAC5B,gDAAgD;IAChD,OAAO,EAAE,MAAM,CAAA;IACf,gFAAgF;IAChF,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB,uFAAuF;IACvF,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,+CAA+C;IAC/C,eAAe,CAAC,EAAE,MAAM,CAAA;CACzB;AAED,MAAM,WAAW,aAAa;IAC5B,4DAA4D;IAC5D,KAAK,CAAC,EAAE,KAAK,CAAC,SAAS,CAAA;IACvB,6CAA6C;IAC7C,OAAO,EAAE,KAAK,CAAC,SAAS,EAAE,CAAA;IAC1B,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,4BAA4B;IAC5B,KAAK,EAAE,MAAM,CAAA;IACb,kEAAkE;IAClE,SAAS,CAAC,EAAE,OAAO,CAAA;IACnB,QAAQ,CAAC,EAAE,MAAM,IAAI,CAAA;IACrB,2GAA2G;IAC3G,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB,KAAK,EAAE,aAAa,CAAA;IACpB,gGAAgG;IAChG,QAAQ,CAAC,EAAE,OAAO,CAAA;IAClB,uDAAuD;IACvD,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,2EAA2E;IAC3E,YAAY,CAAC,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,CAAA;IACnD,4BAA4B;IAC5B,KAAK,EAAE,KAAK,CAAC,SAAS,CAAA;CACvB"}
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@@ -3,7 +3,6 @@ import { jsx as _jsx, jsxs as _jsxs, Fragment as _Fragment } from "react/jsx-run
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import { cn } from '../../utils';
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import { ImageDistortion } from './image-distortion';
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import { Typography } from './typography';
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import { Small } from './typography/small';
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/**
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* Selectable tier / pricing card. Full-bleed distorted image background,
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* readable overlay text, and an animated `.arc-border` shimmer on the
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@@ -21,6 +20,6 @@ import { Small } from './typography/small';
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* base tint.
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*/
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export function TierCard({ badge, bullets, className, image, isCurrent = false, onSelect, overlay, price, selected = false, tint, tintStrength, title }) {
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return (_jsxs("button", { className: cn('group relative flex w-full cursor-pointer flex-col border border-current/20', 'text-left transition-colors duration-300', selected && 'border-midground/60', isCurrent && !selected && 'border-midground/30', className), onClick: onSelect, type: "button", children: [_jsx("span", { "aria-hidden": true, className: cn('arc-border transition-opacity duration-200', selected ? 'opacity-100' : 'opacity-0 group-hover:opacity-100') }), _jsxs("div", { className: "relative aspect-[3/4] min-h-0 w-full flex-1 overflow-hidden", style: { backgroundColor: 'var(--background)' }, children: [_jsx(ImageDistortion, { active: selected, src: image, tint: tint, tintStrength: tintStrength }), overlay && (_jsx("div", { className: "pointer-events-none absolute inset-0", style: { backgroundColor: overlay, mixBlendMode: 'color' } })), _jsxs("div", { className: "pointer-events-none absolute inset-0 z-[1] flex flex-col justify-between p-3", children: [_jsxs("div", { className: "flex flex-col gap-0.5", children: [_jsxs(
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return (_jsxs("button", { className: cn('group relative flex w-full cursor-pointer flex-col border border-current/20', 'text-left transition-colors duration-300', selected && 'border-midground/60', isCurrent && !selected && 'border-midground/30', className), onClick: onSelect, type: "button", children: [_jsx("span", { "aria-hidden": true, className: cn('arc-border transition-opacity duration-200', selected ? 'opacity-100' : 'opacity-0 group-hover:opacity-100') }), _jsxs("div", { className: "relative aspect-[3/4] min-h-0 w-full flex-1 overflow-hidden", style: { backgroundColor: 'var(--background)' }, children: [_jsx(ImageDistortion, { active: selected, src: image, tint: tint, tintStrength: tintStrength }), overlay && (_jsx("div", { className: "pointer-events-none absolute inset-0", style: { backgroundColor: overlay, mixBlendMode: 'color' } })), _jsxs("div", { className: "pointer-events-none absolute inset-0 z-[1] flex flex-col justify-between p-3", children: [_jsxs("div", { className: "flex flex-col gap-0.5", children: [_jsxs(Typography, { variant: "sm", className: cn('block drop-shadow-[0_1px_2px_rgba(0,0,0,0.5)] text-[1.2rem]', 'transition-colors', selected && 'text-midground'), style: selected ? { mixBlendMode: 'plus-lighter' } : undefined, children: [title, badge && _jsx("span", { className: "ml-1 opacity-50", children: badge })] }), price.secondary ? (_jsxs(_Fragment, { children: [_jsxs(Typography, { className: "block text-md line-through opacity-50 drop-shadow-[0_1px_3px_rgba(0,0,0,0.6)]", expanded: true, style: { mixBlendMode: 'plus-lighter' }, children: [price.secondary, price.secondarySuffix && (_jsx("span", { className: "text-[1rem]", children: price.secondarySuffix }))] }), _jsxs(Typography, { className: "block text-xl font-bold drop-shadow-[0_1px_3px_rgba(0,0,0,0.6)]", expanded: true, style: { mixBlendMode: 'plus-lighter' }, children: [price.primary, price.primarySuffix && (_jsxs("span", { className: "text-[1rem] opacity-60", children: [' ', price.primarySuffix] }))] })] })) : (_jsxs(Typography, { className: "block text-xl font-bold drop-shadow-[0_1px_3px_rgba(0,0,0,0.6)]", expanded: true, style: { mixBlendMode: 'plus-lighter' }, children: [price.primary, price.primarySuffix && (_jsx("span", { className: "text-[1rem] opacity-60", children: price.primarySuffix }))] }))] }), bullets.length > 0 && (_jsx("ul", { className: "flex flex-col gap-1", children: bullets.map((bullet, i) => (_jsxs("li", { className: cn('font-courier text-[1rem] leading-tight tracking-tight uppercase', 'drop-shadow-[0_1px_2px_rgba(0,0,0,0.5)]'), children: ["\u00B7 ", bullet] }, typeof bullet === 'string' ? bullet : i))) }))] })] })] }));
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Full-bleed distorted image background,\n * readable overlay text, and an animated `.arc-border` shimmer on the\n * selected state. Fully presentational — the consumer owns the data\n * (tier schema, price formatting, tier imagery / tints).\n *\n * Visual states:\n * - `selected`: brightens the distortion, activates `.arc-border`, and\n * composites the headline / price with `mix-blend-mode: plus-lighter`\n * so the text lifts off the image regardless of tint.\n * - `isCurrent`: subtle midground-tinted border hint (suppressed when\n * `selected` wins).\n * - `overlay`: optional top-layer color blended with `mix-blend-mode:\n * color` — used for the \"highest tier\" red treatment on top of any\n * base tint.\n */\nexport function TierCard({\n badge,\n bullets,\n className,\n image,\n isCurrent = false,\n onSelect,\n overlay,\n price,\n selected = false,\n tint,\n tintStrength,\n title\n}: TierCardProps) {\n return (\n <button\n className={cn(\n 'group relative flex w-full cursor-pointer flex-col border border-current/20',\n 'text-left transition-colors duration-300',\n selected && 'border-midground/60',\n isCurrent && !selected && 'border-midground/30',\n className\n )}\n onClick={onSelect}\n type=\"button\"\n >\n <span\n aria-hidden\n className={cn(\n 'arc-border transition-opacity duration-200',\n selected ? 'opacity-100' : 'opacity-0 group-hover:opacity-100'\n )}\n />\n\n <div\n className=\"relative aspect-[3/4] min-h-0 w-full flex-1 overflow-hidden\"\n style={{ backgroundColor: 'var(--background)' }}\n >\n <ImageDistortion\n active={selected}\n src={image}\n tint={tint}\n tintStrength={tintStrength}\n />\n\n {overlay && (\n <div\n className=\"pointer-events-none absolute inset-0\"\n style={{ backgroundColor: overlay, mixBlendMode: 'color' }}\n />\n )}\n\n <div className=\"pointer-events-none absolute inset-0 z-[1] flex flex-col justify-between p-3\">\n <div className=\"flex flex-col gap-0.5\">\n <Typography variant=\"sm\" \n className={cn(\n 'block drop-shadow-[0_1px_2px_rgba(0,0,0,0.5)] text-[1.2rem]',\n 'transition-colors',\n selected && 'text-midground'\n )}\n style={selected ? { mixBlendMode: 'plus-lighter' } : undefined}\n >\n {title}\n {badge && <span className=\"ml-1 opacity-50\">{badge}</span>}\n </Typography>\n\n {price.secondary ? (\n <>\n <Typography\n className=\"block text-md line-through opacity-50 drop-shadow-[0_1px_3px_rgba(0,0,0,0.6)]\"\n expanded\n style={{ mixBlendMode: 'plus-lighter' }}\n >\n {price.secondary}\n {price.secondarySuffix && (\n <span className=\"text-[1rem]\">\n {price.secondarySuffix}\n </span>\n )}\n </Typography>\n\n <Typography\n className=\"block text-xl font-bold drop-shadow-[0_1px_3px_rgba(0,0,0,0.6)]\"\n expanded\n style={{ mixBlendMode: 'plus-lighter' }}\n >\n {price.primary}\n {price.primarySuffix && (\n <span className=\"text-[1rem] opacity-60\">\n {' '}\n {price.primarySuffix}\n </span>\n )}\n </Typography>\n </>\n ) : (\n <Typography\n className=\"block text-xl font-bold drop-shadow-[0_1px_3px_rgba(0,0,0,0.6)]\"\n expanded\n style={{ mixBlendMode: 'plus-lighter' }}\n >\n {price.primary}\n {price.primarySuffix && (\n <span className=\"text-[1rem] opacity-60\">\n {price.primarySuffix}\n </span>\n )}\n </Typography>\n )}\n </div>\n\n {bullets.length > 0 && (\n <ul className=\"flex flex-col gap-1\">\n {bullets.map((bullet, i) => (\n <li\n className={cn(\n 'font-courier text-[1rem] leading-tight tracking-tight uppercase',\n 'drop-shadow-[0_1px_2px_rgba(0,0,0,0.5)]',\n )}\n key={typeof bullet === 'string' ? bullet : i}\n >\n · {bullet}\n </li>\n ))}\n </ul>\n )}\n </div>\n </div>\n </button>\n )\n}\n\nexport interface TierCardPrice {\n /** Headline price, e.g. `\"$20\"` or `\"Free\"`. */\n primary: string\n /** Small suffix rendered after `primary`, e.g. `\"/mo\"` or `\"first payment\"`. */\n primarySuffix?: string\n /** Optional struck-through comparison price rendered above `primary`, e.g. `\"$30\"`. */\n secondary?: string\n /** Small suffix rendered after `secondary`. */\n secondarySuffix?: string\n}\n\nexport interface TierCardProps {\n /** Small annotation after the title, e.g. `\"(current)\"`. */\n badge?: React.ReactNode\n /** Feature list rendered under the price. */\n bullets: React.ReactNode[]\n className?: string\n /** Background image URL. */\n image: string\n /** Applies the \"current plan\" border hint when not `selected`. */\n isCurrent?: boolean\n onSelect?: () => void\n /** Color blended with `mix-blend-mode: color` over the image (used for the highest-tier red treatment). */\n overlay?: string\n price: TierCardPrice\n /** Applies selected chrome (arc-border shimmer, active distortion, plus-lighter text blend). */\n selected?: boolean\n /** Shader tint passed through to `ImageDistortion`. */\n tint?: string\n /** Active / inactive tint strength passed through to `ImageDistortion`. */\n tintStrength?: { active: number; inactive: number }\n /** Tier name / headline. */\n title: React.ReactNode\n}\n"]}
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{"version":3,"file":"tv.d.ts","sourceRoot":"","sources":["../../../src/ui/components/tv.tsx"],"names":[],"mappings":"
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{"version":3,"file":"tv.d.ts","sourceRoot":"","sources":["../../../src/ui/components/tv.tsx"],"names":[],"mappings":"AA2NA,wBAAgB,EAAE,CAAC,EAAE,SAAS,EAAE,EAAE;IAAE,SAAS,CAAC,EAAE,MAAM,CAAA;CAAE,2CAqCvD"}
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}\n\nfloat n2(vec2 p) {\n vec2 i = floor(p), f = fract(p);\n f = f * f * (3. - 2. * f);\n\n return mix(\n mix(h(i), h(i + vec2(1, 0)), f.x),\n mix(h(i + vec2(0, 1)), h(i + vec2(1, 1)), f.x),\n f.y\n );\n}\n\nfloat fbm(vec2 p) {\n float v = 0., a = .5;\n\n for (int i = 0; i < 4; i++) {\n v += a * n2(p);\n p *= 2.1;\n a *= .45;\n }\n\n return v;\n}\n\nfloat drift(float speed, float s) {\n return fract(t * speed + s + .02 * sin(t * .4 + s * 3.));\n}\n\nfloat brushAt(vec2 uv, float y, float th, float s) {\n float hw = .34 + .08 * h(vec2(s, 77.));\n float cx = .5;\n float xn = (uv.x - (cx - hw)) / (2. * hw);\n float env = smoothstep(0., .03, xn) * smoothstep(1., .97, xn);\n float localTh = th * env;\n\n if (localTh < .002) return 0.;\n\n float morph = floor(t * 8.) * .7 + s;\n float top = y - localTh * .5 + fbm(vec2(uv.x * 6., morph)) * FBM_STR;\n float bot = y + localTh * .5 - fbm(vec2(uv.x * 6., morph + 30.)) * FBM_STR;\n float x0 = cx - hw + fbm(vec2(uv.y * 8., morph + 60.)) * FBM_STR;\n float x1 = cx + hw - fbm(vec2(uv.y * 8., morph + 90.)) * FBM_STR;\n\n float dMin = min(min(uv.y - top, bot - uv.y), min(uv.x - x0, x1 - uv.x));\n\n float bristle = n2(vec2(uv.x * 60., uv.y * 8. + s)) * .4\n + n2(vec2(uv.x * 25., (uv.y - y) * 120. + s)) * .35\n + n2(vec2(uv.x * 90., uv.y * 3. + s * 2.)) * .25;\n\n float eaten = smoothstep(.03, 0., dMin) * (1. - smoothstep(.2, .5, bristle));\n\n return clamp(smoothstep(0., .003, dMin) * (1. - eaten), 0., 1.);\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / r;\n uv = vec2(uv.x * cos(.095) - uv.y * sin(.095), uv.x * sin(.095) + uv.y * cos(.095));\n uv += vec2(fbm(uv * 4. + t * .06), fbm(uv * 4. + 8. + t * .05)) * .012;\n\n vec3 c = vec3(.992, .992, .051);\n\n float smScroll = -drift(.04, 5.) * 2.;\n float sm = 0.;\n\n for (int i = 0; i < 20; i++) {\n sm = max(sm, brushAt(uv, mod(float(i) * .1 + smScroll, 2.) - .5, .04, float(i) + 10.));\n }\n\n float d1 = drift(.15, 1.), d2 = drift(.15, 1.37), d3 = drift(.15, 1.58), d4 = drift(.15, 1.82);\n float big = max(\n max(brushAt(uv, 1.1 - d1 * 1.4, .28, 1.), brushAt(uv, 1.1 - d2 * 1.4, .18, 2.)),\n max(brushAt(uv, 1.1 - d3 * 1.4, .3, 3.), brushAt(uv, 1.1 - d4 * 1.4, .15, 4.))\n );\n\n c = mix(c, vec3(0.), clamp(max(sm, big), 0., 1.));\n c *= .94 + .06 * sin(uv.y * r.y * 6.283);\n\n vec2 raw = gl_FragCoord.xy / r;\n float dx = min(raw.x - .22, .90 - raw.x);\n float dy = min(raw.y - .29, .86 - raw.y);\n float cycle = floor(t * .4);\n float edge = mix(smoothstep(.22, 0., max(min(dx, dy), 0.)), 1., step(.75, h(vec2(cycle, 13.))))\n * smoothstep(.85, 1., sin(t * 2.5) * .5 + .5)\n * (.7 + .3 * h(vec2(cycle, 7.)));\n\n float scanY = floor(gl_FragCoord.y);\n float rowNoise = h(vec2(scanY, floor(t * 30.)));\n c *= 1. - edge * max(step(.45, rowNoise), step(.3, h(vec2(gl_FragCoord.x + scanY * 7., floor(t * 45.)))) * step(.2, rowNoise));\n\n gl_FragColor = vec4(clamp(c, 0., 1.), 1.);\n}`\n\nfunction useGL(ref: React.RefObject<HTMLCanvasElement | null>) {\n const raf = useRef(0)\n\n useEffect(() => {\n const c = ref.current\n\n if (!c) {\n return\n }\n\n const gl = c.getContext('webgl')\n\n if (!gl) {\n return\n }\n\n const sh = (type: number, src: string) => {\n const s = gl.createShader(type)!\n gl.shaderSource(s, src)\n gl.compileShader(s)\n\n return s\n }\n\n const p = gl.createProgram()!\n gl.attachShader(p, sh(gl.VERTEX_SHADER, VERT))\n gl.attachShader(p, sh(gl.FRAGMENT_SHADER, FRAG))\n gl.linkProgram(p)\n gl.useProgram(p)\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),\n gl.STATIC_DRAW\n )\n\n const a = gl.getAttribLocation(p, 'a')\n gl.enableVertexAttribArray(a)\n gl.vertexAttribPointer(a, 2, gl.FLOAT, false, 0, 0)\n\n const uT = gl.getUniformLocation(p, 't')\n const uR = gl.getUniformLocation(p, 'r')\n\n const resize = () => {\n const rect = c.getBoundingClientRect()\n const dpr = Math.min(devicePixelRatio, 2)\n\n c.width = rect.width * dpr\n c.height = rect.height * dpr\n\n gl.viewport(0, 0, c.width, c.height)\n }\n\n resize()\n\n const ro = new ResizeObserver(resize)\n ro.observe(c)\n\n const t0 = performance.now()\n\n const loop = () => {\n gl.uniform1f(uT, (performance.now() - t0) / 1e3)\n gl.uniform2f(uR, c.width, c.height)\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)\n\n raf.current = requestAnimationFrame(loop)\n }\n\n raf.current = requestAnimationFrame(loop)\n\n return () => {\n cancelAnimationFrame(raf.current)\n ro.disconnect()\n }\n }, [ref])\n}\n\nexport function TV({ className }: { className?: string }) {\n const canvasRef = useRef<HTMLCanvasElement>(null)\n useGL(canvasRef)\n\n return (\n <div className={['relative', className].filter(Boolean).join(' ')}>\n <svg className=\"relative h-full w-full\" fill=\"none\" viewBox=\"0 0 210 173\">\n <path\n d=\"M30.8342 2.44471 6.08268 36.683c-.24437.338-.38254.7412-.39689 1.158L1.57754 157.126c-.03891 1.129.82339 2.087 1.95096 2.167l162.4835 11.463c.433.031.866-.074 1.238-.3l35.718-21.69c.607-.369.986-1.02 1.008-1.73l4.102-130.9871c.035-1.1269-.826-2.0806-1.951-2.1604L32.6847 1.58029c-.7248-.05144-1.4247.27551-1.8505.86442Z\"\n fill=\"#FDFD0D\"\n stroke=\"#FDFD0D\"\n strokeWidth=\"3.15\"\n />\n\n <path\n d=\"M203.09 17.1483 35.6844 5.83395l-4.2 121.94805 168.4906 13.076z\"\n fill=\"#000\"\n stroke=\"#FDFD0D\"\n strokeWidth=\"4.2\"\n />\n\n <path\n d=\"M190.491 29.7483 48.2859 18.434l-4.2 98.848 143.2901 10.976z\"\n fill=\"#FDFD0D\"\n />\n </svg>\n\n <canvas\n className=\"absolute inset-0 h-full w-full\"\n ref={canvasRef}\n style={{\n clipPath:\n 'polygon(23% 10.65%, 90.71% 17.2%, 89.23% 74.13%, 20.99% 67.79%)'\n }}\n />\n </div>\n )\n}\n"]}
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}\n\nfloat n2(vec2 p) {\n vec2 i = floor(p), f = fract(p);\n f = f * f * (3. - 2. * f);\n\n return mix(\n mix(h(i), h(i + vec2(1, 0)), f.x),\n mix(h(i + vec2(0, 1)), h(i + vec2(1, 1)), f.x),\n f.y\n );\n}\n\nfloat fbm(vec2 p) {\n float v = 0., a = .5;\n\n for (int i = 0; i < 4; i++) {\n v += a * n2(p);\n p *= 2.1;\n a *= .45;\n }\n\n return v;\n}\n\nfloat drift(float speed, float s) {\n return fract(t * speed + s + .02 * sin(t * .4 + s * 3.));\n}\n\nfloat brushAt(vec2 uv, float y, float th, float s) {\n float hw = .34 + .08 * h(vec2(s, 77.));\n float cx = .5;\n float xn = (uv.x - (cx - hw)) / (2. * hw);\n float env = smoothstep(0., .03, xn) * smoothstep(1., .97, xn);\n float localTh = th * env;\n\n if (localTh < .002) return 0.;\n\n float morph = floor(t * 8.) * .7 + s;\n float top = y - localTh * .5 + fbm(vec2(uv.x * 6., morph)) * FBM_STR;\n float bot = y + localTh * .5 - fbm(vec2(uv.x * 6., morph + 30.)) * FBM_STR;\n float x0 = cx - hw + fbm(vec2(uv.y * 8., morph + 60.)) * FBM_STR;\n float x1 = cx + hw - fbm(vec2(uv.y * 8., morph + 90.)) * FBM_STR;\n\n float dMin = min(min(uv.y - top, bot - uv.y), min(uv.x - x0, x1 - uv.x));\n\n float bristle = n2(vec2(uv.x * 60., uv.y * 8. + s)) * .4\n + n2(vec2(uv.x * 25., (uv.y - y) * 120. + s)) * .35\n + n2(vec2(uv.x * 90., uv.y * 3. + s * 2.)) * .25;\n\n float eaten = smoothstep(.03, 0., dMin) * (1. - smoothstep(.2, .5, bristle));\n\n return clamp(smoothstep(0., .003, dMin) * (1. - eaten), 0., 1.);\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / r;\n uv = vec2(uv.x * cos(.095) - uv.y * sin(.095), uv.x * sin(.095) + uv.y * cos(.095));\n uv += vec2(fbm(uv * 4. + t * .06), fbm(uv * 4. + 8. + t * .05)) * .012;\n\n vec3 c = vec3(.992, .992, .051);\n\n float smScroll = -drift(.04, 5.) * 2.;\n float sm = 0.;\n\n for (int i = 0; i < 20; i++) {\n sm = max(sm, brushAt(uv, mod(float(i) * .1 + smScroll, 2.) - .5, .04, float(i) + 10.));\n }\n\n float d1 = drift(.15, 1.), d2 = drift(.15, 1.37), d3 = drift(.15, 1.58), d4 = drift(.15, 1.82);\n float big = max(\n max(brushAt(uv, 1.1 - d1 * 1.4, .28, 1.), brushAt(uv, 1.1 - d2 * 1.4, .18, 2.)),\n max(brushAt(uv, 1.1 - d3 * 1.4, .3, 3.), brushAt(uv, 1.1 - d4 * 1.4, .15, 4.))\n );\n\n c = mix(c, vec3(0.), clamp(max(sm, big), 0., 1.));\n c *= .94 + .06 * sin(uv.y * r.y * 6.283);\n\n vec2 raw = gl_FragCoord.xy / r;\n float dx = min(raw.x - .22, .90 - raw.x);\n float dy = min(raw.y - .29, .86 - raw.y);\n float cycle = floor(t * .4);\n float edge = mix(smoothstep(.22, 0., max(min(dx, dy), 0.)), 1., step(.75, h(vec2(cycle, 13.))))\n * smoothstep(.85, 1., sin(t * 2.5) * .5 + .5)\n * (.7 + .3 * h(vec2(cycle, 7.)));\n\n float scanY = floor(gl_FragCoord.y);\n float rowNoise = h(vec2(scanY, floor(t * 30.)));\n c *= 1. - edge * max(step(.45, rowNoise), step(.3, h(vec2(gl_FragCoord.x + scanY * 7., floor(t * 45.)))) * step(.2, rowNoise));\n\n gl_FragColor = vec4(clamp(c, 0., 1.), 1.);\n}`\n\nfunction useGL(ref: React.RefObject<HTMLCanvasElement | null>) {\n const raf = useRef(0)\n\n useEffect(() => {\n const c = ref.current\n\n if (!c) {\n return\n }\n\n const gl = c.getContext('webgl')\n\n if (!gl) {\n return\n }\n\n const sh = (type: number, src: string) => {\n const s = gl.createShader(type)!\n gl.shaderSource(s, src)\n gl.compileShader(s)\n\n return s\n }\n\n const p = gl.createProgram()!\n gl.attachShader(p, sh(gl.VERTEX_SHADER, VERT))\n gl.attachShader(p, sh(gl.FRAGMENT_SHADER, FRAG))\n gl.linkProgram(p)\n gl.useProgram(p)\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer())\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),\n gl.STATIC_DRAW\n )\n\n const a = gl.getAttribLocation(p, 'a')\n gl.enableVertexAttribArray(a)\n gl.vertexAttribPointer(a, 2, gl.FLOAT, false, 0, 0)\n\n const uT = gl.getUniformLocation(p, 't')\n const uR = gl.getUniformLocation(p, 'r')\n\n const resize = () => {\n const rect = c.getBoundingClientRect()\n const dpr = Math.min(devicePixelRatio, 2)\n\n c.width = rect.width * dpr\n c.height = rect.height * dpr\n\n gl.viewport(0, 0, c.width, c.height)\n }\n\n resize()\n\n const ro = new ResizeObserver(resize)\n ro.observe(c)\n\n const t0 = performance.now()\n\n let visible = !document.hidden\n let inView = true\n let raf2 = 0\n\n const tick = () => {\n gl.uniform1f(uT, (performance.now() - t0) / 1e3)\n gl.uniform2f(uR, c.width, c.height)\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)\n\n raf2 = requestAnimationFrame(tick)\n }\n\n const start = () => {\n if (visible && inView && !raf2) {\n raf2 = requestAnimationFrame(tick)\n }\n }\n\n const stop = () => {\n if (raf2) {\n cancelAnimationFrame(raf2)\n raf2 = 0\n }\n }\n\n const onVisibility = () => {\n visible = !document.hidden\n visible ? start() : stop()\n }\n\n const io = new IntersectionObserver(\n entries => {\n inView = entries.some(e => e.isIntersecting)\n inView ? start() : stop()\n },\n { threshold: 0 }\n )\n\n io.observe(c)\n document.addEventListener('visibilitychange', onVisibility)\n\n start()\n raf.current = raf2\n\n return () => {\n stop()\n io.disconnect()\n document.removeEventListener('visibilitychange', onVisibility)\n ro.disconnect()\n }\n }, [ref])\n}\n\nexport function TV({ className }: { className?: string }) {\n const canvasRef = useRef<HTMLCanvasElement>(null)\n useGL(canvasRef)\n\n return (\n <div className={['relative', className].filter(Boolean).join(' ')}>\n <svg className=\"relative h-full w-full\" fill=\"none\" viewBox=\"0 0 210 173\">\n <path\n d=\"M30.8342 2.44471 6.08268 36.683c-.24437.338-.38254.7412-.39689 1.158L1.57754 157.126c-.03891 1.129.82339 2.087 1.95096 2.167l162.4835 11.463c.433.031.866-.074 1.238-.3l35.718-21.69c.607-.369.986-1.02 1.008-1.73l4.102-130.9871c.035-1.1269-.826-2.0806-1.951-2.1604L32.6847 1.58029c-.7248-.05144-1.4247.27551-1.8505.86442Z\"\n fill=\"#FDFD0D\"\n stroke=\"#FDFD0D\"\n strokeWidth=\"3.15\"\n />\n\n <path\n d=\"M203.09 17.1483 35.6844 5.83395l-4.2 121.94805 168.4906 13.076z\"\n fill=\"#000\"\n stroke=\"#FDFD0D\"\n strokeWidth=\"4.2\"\n />\n\n <path\n d=\"M190.491 29.7483 48.2859 18.434l-4.2 98.848 143.2901 10.976z\"\n fill=\"#FDFD0D\"\n />\n </svg>\n\n <canvas\n className=\"absolute inset-0 h-full w-full\"\n ref={canvasRef}\n style={{\n clipPath:\n 'polygon(23% 10.65%, 90.71% 17.2%, 89.23% 74.13%, 20.99% 67.79%)'\n }}\n />\n </div>\n )\n}\n"]}
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package/dist/ui/globals.css
CHANGED
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
|
{
|
|
2
2
|
"name": "@nous-research/ui",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.13.1",
|
|
4
4
|
"type": "module",
|
|
5
5
|
"license": "MIT",
|
|
6
6
|
"sideEffects": [
|
|
@@ -36,6 +36,14 @@
|
|
|
36
36
|
"./assets/*": "./dist/assets/*",
|
|
37
37
|
"./styles/globals.css": "./dist/ui/globals.css"
|
|
38
38
|
},
|
|
39
|
+
"scripts": {
|
|
40
|
+
"dev": "storybook dev -p 6006",
|
|
41
|
+
"prepublishOnly": "pnpm build",
|
|
42
|
+
"build": "rm -rf dist && tsc -p tsconfig.build.json && cp -r src/assets dist/assets && cp -r src/fonts dist/fonts && cd src && find . -name '*.css' -exec sh -c 'mkdir -p \"../dist/$(dirname \"$1\")\" && cp \"$1\" \"../dist/$1\"' _ {} \\;",
|
|
43
|
+
"build:watch": "pnpm build && tsc -p tsconfig.build.json --watch --preserveWatchOutput",
|
|
44
|
+
"build-storybook": "storybook build -o storybook-static",
|
|
45
|
+
"release": "./scripts/release.sh"
|
|
46
|
+
},
|
|
39
47
|
"dependencies": {
|
|
40
48
|
"@nanostores/react": "^1.0.0",
|
|
41
49
|
"class-variance-authority": "^0.7.1",
|
|
@@ -95,12 +103,5 @@
|
|
|
95
103
|
"gsap": {
|
|
96
104
|
"optional": true
|
|
97
105
|
}
|
|
98
|
-
},
|
|
99
|
-
"scripts": {
|
|
100
|
-
"dev": "storybook dev -p 6006",
|
|
101
|
-
"build": "rm -rf dist && tsc -p tsconfig.build.json && cp -r src/assets dist/assets && cp -r src/fonts dist/fonts && cd src && find . -name '*.css' -exec sh -c 'mkdir -p \"../dist/$(dirname \"$1\")\" && cp \"$1\" \"../dist/$1\"' _ {} \\;",
|
|
102
|
-
"build:watch": "pnpm build && tsc -p tsconfig.build.json --watch --preserveWatchOutput",
|
|
103
|
-
"build-storybook": "storybook build -o storybook-static",
|
|
104
|
-
"release": "./scripts/release.sh"
|
|
105
106
|
}
|
|
106
|
-
}
|
|
107
|
+
}
|