"use client";
import { memo, useEffect, useRef, useState } from "react";
import { Renderer, Program, Mesh, Geometry, Transform, Triangle } from "ogl";
import { useAnimationLoop, type Metrics } from "@/hooks/use-animation-loop";
export interface ShardOrbitProps {
title?: string;
subtitle?: string;
ctaLabel?: string;
onCtaClick?: () => void;
count?: "16" | "32" | "48" | "96" | "192";
formation?: "monolith" | "halo" | "helix";
shardColor?: string;
coreColor?: string;
backgroundColor?: string;
orbitRadius?: number;
spread?: number;
beltSpeed?: number;
ringSpeed?: number;
tumbleSpeed?: number;
corePulse?: number;
glow?: number;
zoom?: number;
autoSpin?: boolean;
paused?: boolean;
reducedMotion?: boolean;
className?: string;
}
export type ShardCount = NonNullable<ShardOrbitProps["count"]>;
export type ShardFormation = NonNullable<ShardOrbitProps["formation"]>;
const FORMATIONS: Record<string, number> = {
monolith: 0,
halo: 1,
helix: 2,
};
const COUNTS: Record<string, number> = {
"16": 16,
"32": 32,
"48": 48,
"96": 96,
"192": 192,
};
const PHASE_WRAP = 200 * Math.PI;
const CAMERA = 3.4;
const hexToRgb01 = (hex: string): [number, number, number] => {
const h = hex.replace("#", "");
const full = h.length === 3 ? h.split("").map((c) => c + c).join("") : h;
const n = parseInt(full, 16);
if (Number.isNaN(n) || full.length !== 6) return [1, 1, 1];
return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
};
const quant = (x: number) => Math.round(x * 100) / 100;
type V3 = [number, number, number];
function buildShard(): {
position: Float32Array;
normal: Float32Array;
} {
const tip = 1.45;
const apexTop: V3 = [0, tip, 0];
const apexBottom: V3 = [0, -tip, 0];
const ring: V3[] = [
[1, 0, 0],
[0, 0, 1],
[-1, 0, 0],
[0, 0, -1],
];
const faces: [V3, V3, V3][] = [];
for (let i = 0; i < 4; i++) {
const a = ring[i];
const b = ring[(i + 1) % 4];
faces.push([apexTop, a, b]);
faces.push([apexBottom, b, a]);
}
const position = new Float32Array(faces.length * 9);
const normal = new Float32Array(faces.length * 9);
faces.forEach((face, f) => {
const [p0, p1, p2] = face;
const ux = p1[0] - p0[0], uy = p1[1] - p0[1], uz = p1[2] - p0[2];
const vx = p2[0] - p0[0], vy = p2[1] - p0[1], vz = p2[2] - p0[2];
let nx = uy * vz - uz * vy;
let ny = uz * vx - ux * vz;
let nz = ux * vy - uy * vx;
const len = Math.hypot(nx, ny, nz) || 1;
nx /= len; ny /= len; nz /= len;
for (let v = 0; v < 3; v++) {
const p = face[v];
const i = (f * 3 + v) * 3;
position[i] = p[0];
position[i + 1] = p[1];
position[i + 2] = p[2];
normal[i] = nx;
normal[i + 1] = ny;
normal[i + 2] = nz;
}
});
return { position, normal };
}
const COMMON = `
uniform float uYaw;
uniform float uPitch;
uniform float uAspect;
uniform float uDist;
uniform float uZoom;
uniform vec2 uShift;
const float FOCAL = 2.2;
mat2 rot(float a) { float c = cos(a), s = sin(a); return mat2(c, -s, s, c); }
vec3 orbitize(vec3 p, float yaw, float pitch) {
p.xz *= rot(yaw);
p.yz *= rot(pitch);
return p;
}
vec4 project(vec3 view) {
float w = uDist * uZoom - view.z;
return vec4(view.xy * FOCAL / vec2(uAspect, 1.0) + uShift * w, -view.z * 0.25 * w, w);
}
vec3 aces(vec3 x) {
return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
}`;
const shardVert = `#version 300 es
in vec3 position;
in vec3 normal;
in vec4 aSeed;
in vec4 aRate;
uniform float uPhase;
uniform float uRing;
uniform float uTumble;
uniform float uSpread;
uniform float uRadius;
uniform float uMode;
uniform float uCount;
uniform vec3 uLight;
out vec3 vN;
out vec3 vV;
out vec3 vLc;
out float vDc;
out float vDepth;
out float vTip;
out float vCoreMix;
out vec3 vP;
out vec3 vAxis;
${COMMON}
// Every formation is a pure function of the seeds and the two phases, so
// switching one is a uniform write, not a rebuild. Rates stay on the 0.01
// grid (or an integer number of laps per 200π) so the wrap is invisible.
void main() {
float stretch = mix(0.75, 1.6, fract(aSeed.x * 5.17));
float scale = mix(0.05, 0.2, pow(fract(aSeed.w * 7.31), 2.2));
float t1 = uTumble * aRate.x + aSeed.y * 7.0;
float t2 = uTumble * aRate.y + aSeed.w * 6.28;
vec3 center;
// Basis the stone is expressed in: identity for free tumblers, a
// radial/tangent/up frame for the halo.
mat3 basis = mat3(1.0);
if (uMode < 0.5) {
// Monolith: one giant stone on its own axis, seated a little below
// centre; the rest leave the frustum.
if (gl_InstanceID != 0) { gl_Position = vec4(0.0, 0.0, 2.0, 1.0); return; }
center = vec3(0.0, -0.3, 0.0);
stretch = 1.7;
scale = 0.42 * uRadius / 1.15;
t1 = uTumble * 0.3;
t2 = 0.0;
} else if (uMode < 1.5 && gl_InstanceID == 0) {
// Halo keeps the monolith at its centre, seated a little below the
// ring so the ring crosses its shoulders rather than its base.
center = vec3(0.0, -0.32, 0.0);
stretch = 1.7;
scale = 0.42 * uRadius / 1.15;
t1 = uTumble * 0.3;
t2 = 0.0;
} else if (uMode < 1.5) {
// Halo: a rigid ring, every stone laid along the tangent, rolling in
// lock-step, with a slow ripple through the ring. Spacing comes from
// the instance id, not the jittered seed, in three concentric lanes so
// neighbours never share a radius — and a stone can be no longer than
// most of the gap to the next stone in its lane, so a higher count
// means smaller stones, never stones passing through each other.
// Lane count follows the shard count: a small ring files onto one
// track like ducks in a row, a crowded one spreads across three.
float k = float(gl_InstanceID) - 1.0;
float m = max(uCount - 1.0, 1.0);
float lanes = clamp(floor(uCount / 40.0), 0.0, 2.0) + 1.0;
float lane = mod(k, lanes) - (lanes - 1.0) * 0.5;
float angle = k / m * 6.28318 + uRing;
float ringR = uRadius * (1.0 + lane * 0.14);
vec3 rad = vec3(cos(angle), 0.0, sin(angle));
vec3 tng = vec3(-sin(angle), 0.0, cos(angle));
basis = mat3(rad, tng, vec3(0.0, 1.0, 0.0));
float lift = lane * 0.06 + (aSeed.x - 0.5) * 0.04;
center = rad * ringR + vec3(0.0, lift + sin(angle * 3.0 + uRing * 0.5) * uSpread * 0.3, 0.0);
stretch = 1.4;
float gap = 6.28318 * ringR / m * lanes;
scale = min(mix(0.06, 0.095, aSeed.w), 0.8 * gap / (2.9 * stretch));
t1 = uTumble * 0.3 + aSeed.w * 6.28;
t2 = 0.0;
} else {
// Helix: two strands rising around the core. Height wraps 400 times per
// 200π, so the wrap is exact; the ends fade out so no stone pops.
float h = fract(aSeed.x + uPhase * 0.63662);
float strand = step(0.5, aSeed.w) * 3.14159;
float angle = h * 15.7 + strand + uPhase * 0.8 + (aSeed.y - 3.14) * 0.12;
center = vec3(cos(angle) * uRadius * 0.55, (h - 0.5) * 2.8, sin(angle) * uRadius * 0.55);
scale *= smoothstep(0.0, 0.12, h) * smoothstep(1.0, 0.88, h);
t1 *= 0.5; t2 *= 0.5;
}
// Per-stone cut: a taller or squatter tip. A non-uniform scale bends the
// normal the opposite way, so it is divided, not multiplied.
vec3 p = position * vec3(1.0, stretch, 1.0);
vec3 n = normalize(normal / vec3(1.0, stretch, 1.0));
// Tumble: two stacked rotations whose axes come from the seed. Cheap, and
// varied enough that no two shards visibly share a rhythm.
p.xz *= rot(t1); n.xz *= rot(t1);
p.yz *= rot(t2); n.yz *= rot(t2);
p = basis * p; n = basis * n;
vec3 world = center + p * scale;
vec3 view = orbitize(world, uYaw, uPitch);
vN = orbitize(n, uYaw, uPitch);
vV = normalize(vec3(0.0, 0.0, uDist * uZoom) - view);
// The point light: the core for every formation but the monolith, which
// is lit from beside it instead of from inside it.
vCoreMix = 1.0;
vec3 toL = uLight - world;
vDc = length(toL);
vLc = orbitize(toL / max(vDc, 1e-3), uYaw, uPitch);
// The giant takes its own lighting model in the fragment shader (see
// there); this flag is what selects it.
if (uMode < 1.5 && gl_InstanceID == 0) vCoreMix = 0.0;
vTip = abs(position.y) / 1.45;
// For the giant's finish: the fragment's offset from the stone's centre and
// the stone's long axis, both in view space.
vP = view - orbitize(center, uYaw, uPitch);
vAxis = orbitize(basis * vec3(0.0, 1.0, 0.0), uYaw, uPitch);
vec4 clip = project(view);
vDepth = clip.w;
gl_Position = clip;
}`;
const shardFrag = `#version 300 es
precision highp float;
in vec3 vN;
in vec3 vV;
in vec3 vLc;
in float vDc;
in float vDepth;
in float vTip;
in float vCoreMix;
in vec3 vP;
in vec3 vAxis;
out vec4 fragColor;
uniform vec3 uShard;
uniform vec3 uCore;
uniform vec3 uBg;
uniform float uGlow;
uniform float uCam;
vec3 aces(vec3 x) {
return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
}
void main() {
vec3 n = normalize(vN);
vec3 v = normalize(vV);
// Key light pinned in VIEW space: whichever way the scene is orbited, some
// face is always lit, so the silhouette never collapses into black.
vec3 kl = normalize(vec3(0.45, 0.8, 0.5));
// Wrapped diffuse (half-Lambert, squared) so a face turned away is dim,
// not black, plus a cool fill from the far side: flat facets need a
// gradient of tones, not two.
float kd = pow(dot(n, kl) * 0.5 + 0.5, 2.0);
float fd = max(dot(n, normalize(vec3(-0.6, -0.35, 0.45))), 0.0);
float ks = pow(max(dot(reflect(-kl, n), v), 0.0), 40.0);
// Studio in the reflections: bright above, dark below, a long ramp, and
// the whole room stained by the core so every face shares its hue —
// without it the faces split into grey ones and painted ones.
vec3 envc = mix(uBg * 2.0 + 0.06, vec3(0.5, 0.5, 0.58), smoothstep(-0.8, 0.9, n.y));
envc = mix(envc, uCore * 0.9, 0.3);
float fres = pow(1.0 - abs(dot(n, v)), 3.0);
// Crystal thins toward its tips, so light gets through there: a
// brightening along each face from base to point, the one gradient a
// flat-shaded facet can carry.
float tip = smoothstep(0.15, 1.0, vTip) * 0.3;
// The core as a point light: lit faces, a facet flash, and a little
// transmission through faces turned away — crystal, not painted stone.
vec3 lc = normalize(vLc);
float att = uGlow / (0.35 + vDc * vDc * 0.8);
float cd = pow(dot(n, lc) * 0.5 + 0.5, 2.0);
float cs = pow(max(dot(reflect(-lc, n), v), 0.0), 24.0);
float cback = max(dot(n, -lc), 0.0) * 0.35;
vec3 small = uShard * (envc * 0.5 + kd * 0.45 + fd * 0.18 + tip)
+ vec3(1.0) * ks * 0.5
+ uCore * att * (cd * 0.8 + cback + cs * 1.2)
+ mix(uShard, uCore, 0.5) * fres * 0.5;
// The giant is lit by direction only. Every view-dependent term above —
// fresnel, specular, tip glow — lands on one of its flat facets as a
// coat rather than a glint, so none of them apply: a wrapped key from
// the upper right, a soft fill from the lower left, a sky/ground ramp,
// one hue, tones ordered by orientation.
float gk = dot(n, kl) * 0.5 + 0.5;
float gsky = smoothstep(-1.0, 1.0, n.y);
vec3 giant = uShard * (0.2 + 0.12 * gsky + 0.48 * gk * gk + 0.14 * fd);
// The finish. Three things make a flat facet read as oiled silk instead
// of matte card, and all three vary WITHIN a face:
// 1. a gentle dome — the normal bent toward the fragment's offset from
// the centre, so a broad specular slides across the facet as a
// gradient rather than sitting on it as one value;
// 2. an anisotropic streak (Kajiya-Kay) along the stone's axis — the
// grain of silk — lit by the key and by the core's colour from the
// fill side;
// 3. a thin-film fresnel at grazing angles that shifts between the
// stone's hue and the core's — the oil.
vec3 np = normalize(n + normalize(vP) * 0.28);
vec3 ax = normalize(vAxis);
vec3 hk = normalize(kl + v);
float dome = pow(max(dot(np, hk), 0.0), 10.0);
float tk = dot(ax, hk);
// Each streak is gated by the domed normal facing its half-vector, or the
// grain fires evenly across the whole stone and reads as a coat again.
float silkK = pow(sqrt(max(1.0 - tk * tk, 0.0)), 28.0) * pow(max(dot(np, hk), 0.0), 3.0);
vec3 fl = normalize(vec3(-0.6, -0.35, 0.45));
vec3 hf = normalize(fl + v);
float tf = dot(ax, hf);
float silkF = pow(sqrt(max(1.0 - tf * tf, 0.0)), 20.0) * pow(max(dot(np, hf), 0.0), 3.0);
float nv = max(dot(np, v), 0.0);
float film = pow(1.0 - nv, 4.0);
vec3 oil = mix(uShard, uCore, 0.5 + 0.5 * sin(nv * 7.0 + 1.2));
giant += vec3(1.0) * dome * 0.3
+ mix(vec3(1.0), uShard, 0.5) * silkK * 0.5
+ mix(uShard, uCore, 0.6) * silkF * 0.35
+ oil * film * 0.4;
vec3 col = mix(giant, small, vCoreMix);
// Depth fog toward the backdrop so the far side of the ring sits behind.
float fog = clamp((vDepth - uCam) * 0.35 + 0.12, 0.0, 0.7);
col = mix(aces(col), uBg * 1.2, fog);
fragColor = vec4(col, 1.0);
}`;
const dustVert = `#version 300 es
in vec4 aSeed;
uniform float uPhase;
uniform float uSpread;
uniform float uRadius;
uniform float uDpr;
out float vSeed;
out float vFade;
${COMMON}
void main() {
float radiusJit = mix(0.7, 1.35, aSeed.x);
float angle = aSeed.y + uPhase * aSeed.z;
float weave = sin(uPhase * (0.5 + aSeed.w) + aSeed.x * 6.28) * uSpread * 1.3;
vec3 world = vec3(cos(angle) * radiusJit * uRadius, weave, sin(angle) * radiusJit * uRadius);
vec3 view = orbitize(world, uYaw, uPitch);
vec4 clip = project(view);
gl_Position = clip;
gl_PointSize = mix(1.5, 3.5, fract(aSeed.w * 3.7)) * uDpr * (uDist * uZoom) / clip.w;
vSeed = aSeed.w;
vFade = clamp(1.0 - (clip.w - uDist * uZoom) * 0.3, 0.3, 1.0);
}`;
const dustFrag = `#version 300 es
precision highp float;
in float vSeed;
in float vFade;
out vec4 fragColor;
uniform vec3 uShard;
uniform vec3 uCore;
uniform float uGlow;
void main() {
float d = length(gl_PointCoord - 0.5) * 2.0;
float a = smoothstep(1.0, 0.15, d) * vFade * (0.35 + 0.35 * uGlow);
fragColor = vec4(mix(uShard, uCore, vSeed) * a, 1.0);
}`;
const coreVert = `#version 300 es
in vec3 position;
in vec3 normal;
uniform float uCoreScale;
uniform float uSpin;
out vec3 vN;
out vec3 vV;
${COMMON}
void main() {
vec3 p = position * uCoreScale;
vec3 n = normal;
p.xz *= rot(uSpin); n.xz *= rot(uSpin);
vec3 view = orbitize(p, uYaw, uPitch);
vN = orbitize(n, uYaw, uPitch);
vV = normalize(vec3(0.0, 0.0, uDist * uZoom) - view);
gl_Position = project(view);
}`;
const coreFrag = `#version 300 es
precision highp float;
in vec3 vN;
in vec3 vV;
out vec4 fragColor;
uniform vec3 uCore;
uniform float uGlow;
void main() {
// Inverted fresnel: hot centre falling off toward the rim, the opposite of
// the shards' edge light, so core and shards never compete for the same
// part of the eye.
float inner = pow(abs(dot(normalize(vN), normalize(vV))), 1.4);
vec3 col = mix(uCore, vec3(1.0), inner * 0.6) * inner * uGlow * 1.3;
fragColor = vec4(col, 1.0);
}`;
const glowVert = `#version 300 es
in vec3 position;
uniform float uGlowSize;
uniform float uGlowZ;
out vec2 vUv;
${COMMON}
void main() {
// A billboard built in view space, so it always faces the camera however
// the scene is orbited. uGlowZ is its depth: zero (the core) when the
// glow blooms over everything with the depth test off, but pushed BEHIND
// the giant stone when the test is on — a billboard through the middle
// of an opaque body paints its additive colour onto every facet pixel
// that falls behind the plane, which reads as a second colour on
// whichever faces happen to cross it at that angle. The size is
// corrected for the extra distance so the bloom stays the same on screen.
float w0 = uDist * uZoom;
float w = w0 - uGlowZ;
vUv = position.xy;
gl_Position = vec4(position.xy * uGlowSize * FOCAL / vec2(uAspect, 1.0) * (w / w0) + uShift * w, -uGlowZ * 0.25 * w, w);
}`;
const glowFrag = `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 fragColor;
uniform vec3 uCore;
uniform float uGlow;
void main() {
float r = length(vUv);
vec3 col = uCore * (exp(-r * r * 14.0) * 1.1 + exp(-r * r * 3.0) * 0.5 + exp(-r * 2.5) * 0.1)
+ vec3(1.0) * exp(-r * r * 40.0) * 0.7;
// The wide term is still a few levels above zero at the quad's edge, and
// additive over a near-black void that reads as a square. Mask it out.
col *= smoothstep(1.0, 0.55, r);
fragColor = vec4(col * uGlow, 1.0);
}`;
const backVert = `#version 300 es
in vec2 position;
in vec2 uv;
out vec2 vUv;
void main() { vUv = uv; gl_Position = vec4(position, 0.999, 1.0); }`;
const backFrag = `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 fragColor;
uniform vec3 uBg;
uniform vec3 uCore;
uniform float uAspect;
uniform vec2 uShift;
uniform float uGlow;
float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
void main() {
vec2 q = (vUv * 2.0 - 1.0 - uShift) * vec2(uAspect, 1.0);
float r = length(q);
// The void: brighter behind the core, falling to the edges, with a
// breath of the core colour and a hair of dither against banding.
vec3 col = uBg * mix(1.5, 0.5, smoothstep(0.0, 1.7, r));
col += uCore * exp(-r * r * 1.8) * 0.14 * uGlow;
col += (hash(gl_FragCoord.xy) - 0.5) * (1.0 / 128.0);
fragColor = vec4(col, 1.0);
}`;
const ShardOrbit = memo(
({
title = "Held in orbit",
subtitle = "Every shard on its own path. None of them lost.",
ctaLabel = "Enter the orbit",
onCtaClick,
count = "48",
formation = "monolith",
shardColor = "#e9d5ff",
coreColor = "#a855f7",
backgroundColor = "#04040a",
orbitRadius = 1.15,
spread = 0.35,
beltSpeed = 0.18,
ringSpeed = 1,
tumbleSpeed = 1,
corePulse = 1,
glow = 1,
zoom = 1,
autoSpin = true,
paused = false,
reducedMotion = false,
className,
}: ShardOrbitProps) => {
const containerRef = useRef<HTMLDivElement>(null);
const drawRef = useRef<((dt: number) => void | false) | null>(null);
const measureRef = useRef<((m: Metrics) => void) | null>(null);
const glRef = useRef<WebGLRenderingContext | WebGL2RenderingContext | null>(
null,
);
const orbit = useRef({
yaw: 0,
pitch: 0.32,
vYaw: 0,
vPitch: 0,
dragging: false,
pointerId: -1,
lastX: 0,
lastY: 0,
lastT: 0,
});
const [fallback, setFallback] = useState(false);
const [entered, setEntered] = useState(false);
const pausedRef = useRef(paused);
pausedRef.current = paused;
useEffect(() => setEntered(true), []);
const loop = useAnimationLoop({
target: containerRef,
halted: paused,
dpr: "auto",
onResize: (metrics) => measureRef.current?.(metrics),
onFrame: ({ dt }) => (drawRef.current ? drawRef.current(dt) : false),
gl: () => glRef.current,
});
const live = useRef({
formation, shardColor, coreColor, backgroundColor, orbitRadius, spread,
beltSpeed, ringSpeed, tumbleSpeed, corePulse, glow, zoom, autoSpin, reducedMotion,
});
live.current = {
formation, shardColor, coreColor, backgroundColor, orbitRadius, spread,
beltSpeed, ringSpeed, tumbleSpeed, corePulse, glow, zoom, autoSpin, reducedMotion,
};
useEffect(() => {
const container = containerRef.current;
if (fallback || !container) return;
let renderer: Renderer;
try {
renderer = new Renderer({
antialias: true,
alpha: false,
dpr: Math.min(window.devicePixelRatio || 1, 2),
});
} catch {
setFallback(true);
return;
}
const glc = renderer.gl;
glRef.current = glc;
const canvas = glc.canvas as HTMLCanvasElement;
canvas.style.display = "block";
canvas.style.position = "absolute";
canvas.style.top = "0";
canvas.style.left = "0";
container.appendChild(canvas);
const n = COUNTS[count] ?? 48;
const { position, normal } = buildShard();
const shared = () => ({
uYaw: { value: 0 },
uPitch: { value: 0.32 },
uAspect: { value: 1 },
uDist: { value: CAMERA },
uZoom: { value: zoom },
uShift: { value: new Float32Array([0, 0]) },
});
const seeds = new Float32Array(n * 4);
const rates = new Float32Array(n * 4);
for (let i = 0; i < n; i++) {
seeds[i * 4] = Math.random();
seeds[i * 4 + 1] = (i / n) * Math.PI * 2 + Math.random() * 0.5;
seeds[i * 4 + 2] = quant(0.7 + Math.random() * 0.6);
seeds[i * 4 + 3] = Math.random();
rates[i * 4] = quant(0.6 + Math.random() * 0.8);
rates[i * 4 + 1] = quant(0.4 + Math.random() * 0.7);
rates[i * 4 + 2] = quant(0.5 + Math.random() * 1.0);
rates[i * 4 + 3] = Math.random() * Math.PI * 2;
}
const shardGeometry = new Geometry(glc, {
position: { size: 3, data: position },
normal: { size: 3, data: normal },
aSeed: { size: 4, data: seeds, instanced: 1 },
aRate: { size: 4, data: rates, instanced: 1 },
});
const shardProgram = new Program(glc, {
vertex: shardVert,
fragment: shardFrag,
cullFace: false,
uniforms: {
...shared(),
uShard: { value: new Float32Array(hexToRgb01(shardColor)) },
uCore: { value: new Float32Array(hexToRgb01(coreColor)) },
uBg: { value: new Float32Array(hexToRgb01(backgroundColor)) },
uPhase: { value: 0 },
uRing: { value: 0 },
uTumble: { value: 0 },
uSpread: { value: spread * orbitRadius },
uRadius: { value: orbitRadius },
uGlow: { value: 1 },
uCam: { value: CAMERA },
uMode: { value: FORMATIONS[formation] ?? 0 },
uCount: { value: n },
uLight: { value: new Float32Array([0, 0, 0]) },
},
});
const shards = new Mesh(glc, { geometry: shardGeometry, program: shardProgram });
const dustN = Math.min(n * 8, 1536);
const dustSeeds = new Float32Array(dustN * 4);
for (let i = 0; i < dustN; i++) {
dustSeeds[i * 4] = Math.random();
dustSeeds[i * 4 + 1] = Math.random() * Math.PI * 2;
dustSeeds[i * 4 + 2] = quant(0.6 + Math.random() * 0.8);
dustSeeds[i * 4 + 3] = Math.random();
}
const dustGeometry = new Geometry(glc, {
aSeed: { size: 4, data: dustSeeds },
});
const dustProgram = new Program(glc, {
vertex: dustVert,
fragment: dustFrag,
transparent: true,
depthWrite: false,
uniforms: {
...shared(),
uShard: { value: new Float32Array(hexToRgb01(shardColor)) },
uCore: { value: new Float32Array(hexToRgb01(coreColor)) },
uPhase: { value: 0 },
uSpread: { value: spread * orbitRadius },
uRadius: { value: orbitRadius },
uDpr: { value: 1 },
uGlow: { value: 1 },
},
});
dustProgram.setBlendFunc(glc.ONE, glc.ONE);
const dust = new Mesh(glc, { geometry: dustGeometry, program: dustProgram, mode: glc.POINTS });
const coreGeometry = new Geometry(glc, {
position: { size: 3, data: position },
normal: { size: 3, data: normal },
});
const coreProgram = new Program(glc, {
vertex: coreVert,
fragment: coreFrag,
transparent: true,
cullFace: false,
depthWrite: false,
uniforms: {
...shared(),
uCore: { value: new Float32Array(hexToRgb01(coreColor)) },
uCoreScale: { value: 0.16 },
uSpin: { value: 0 },
uGlow: { value: 1 },
},
});
coreProgram.setBlendFunc(glc.ONE, glc.ONE);
const core = new Mesh(glc, { geometry: coreGeometry, program: coreProgram });
const glowGeometry = new Geometry(glc, {
position: {
size: 3,
data: new Float32Array([-1, -1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0]),
},
});
const glowProgram = new Program(glc, {
vertex: glowVert,
fragment: glowFrag,
transparent: true,
cullFace: false,
depthTest: false,
depthWrite: false,
uniforms: {
...shared(),
uCore: { value: new Float32Array(hexToRgb01(coreColor)) },
uGlowSize: { value: 0.9 },
uGlowZ: { value: 0 },
uGlow: { value: 1 },
},
});
glowProgram.setBlendFunc(glc.ONE, glc.ONE);
const glow = new Mesh(glc, { geometry: glowGeometry, program: glowProgram });
const backProgram = new Program(glc, {
vertex: backVert,
fragment: backFrag,
cullFace: false,
depthWrite: false,
uniforms: {
uBg: { value: new Float32Array(hexToRgb01(backgroundColor)) },
uCore: { value: new Float32Array(hexToRgb01(coreColor)) },
uAspect: { value: 1 },
uShift: { value: new Float32Array([0, 0]) },
uGlow: { value: 1 },
},
});
const back = new Mesh(glc, { geometry: new Triangle(glc), program: backProgram, renderOrder: -1 });
const scene = new Transform();
back.setParent(scene);
shards.setParent(scene);
dust.setParent(scene);
core.setParent(scene);
glow.setParent(scene);
type U = Record<string, { value: unknown }>;
const all = [shardProgram, dustProgram, coreProgram, glowProgram].map(
(p) => p.uniforms as U,
);
const su = shardProgram.uniforms as U;
const du = dustProgram.uniforms as U;
const cu = coreProgram.uniforms as U;
const gu = glowProgram.uniforms as U;
const bu = backProgram.uniforms as U;
const setVec = (u: U, key: string, v: number[]) =>
(u[key].value as Float32Array).set(v);
let phase = 0;
let ring = 0;
let tumble = 0;
let pulse = 0;
let aspect = 1;
let dist = CAMERA;
const shift: [number, number] = [0, 0];
drawRef.current = (dt) => {
const l = live.current;
const o = orbit.current;
const step = Math.min(dt, 1 / 30);
const still = pausedRef.current || l.reducedMotion;
if (!still) {
phase = (phase + step * l.beltSpeed) % PHASE_WRAP;
ring = (ring + step * l.beltSpeed * l.ringSpeed) % PHASE_WRAP;
tumble = (tumble + step * l.tumbleSpeed) % PHASE_WRAP;
pulse = (pulse + step) % PHASE_WRAP;
if (!o.dragging && l.autoSpin) {
o.yaw += 0.1 * step;
o.pitch = Math.max(-0.9, Math.min(1.1, o.pitch + o.vPitch * step));
const decay = Math.pow(0.92, step * 60);
o.vYaw *= decay;
o.vPitch *= decay;
}
o.yaw %= Math.PI * 2;
}
const breathe =
1 + Math.sin(pulse * 1.9) * 0.14 * (l.reducedMotion ? 0 : l.corePulse);
const mode = FORMATIONS[l.formation] ?? 0;
const monolith = mode === 0 || mode === 1;
const shard = hexToRgb01(l.shardColor);
const coreC = hexToRgb01(l.coreColor);
const bg = hexToRgb01(l.backgroundColor);
for (const u of all) {
(u.uYaw as { value: number }).value = o.yaw;
(u.uPitch as { value: number }).value = o.pitch;
(u.uAspect as { value: number }).value = aspect;
(u.uDist as { value: number }).value = dist;
(u.uZoom as { value: number }).value = l.zoom;
(u.uShift.value as Float32Array).set(shift);
(u.uGlow as { value: number }).value = breathe;
setVec(u, "uCore", coreC);
}
setVec(su, "uShard", shard);
setVec(su, "uBg", bg);
(su.uPhase as { value: number }).value = phase;
(su.uRing as { value: number }).value = ring;
(su.uTumble as { value: number }).value = tumble;
(su.uSpread as { value: number }).value = l.spread * l.orbitRadius;
(su.uRadius as { value: number }).value = l.orbitRadius;
(su.uCam as { value: number }).value = dist * l.zoom;
(su.uMode as { value: number }).value = mode;
setVec(su, "uLight", monolith ? [0.9, 0.6, 0.9] : [0, 0, 0]);
(cu.uCoreScale as { value: number }).value = monolith ? 0 : 0.16 * breathe;
(cu.uGlow as { value: number }).value = breathe * l.glow;
glowProgram.depthTest = monolith;
(gu.uGlow as { value: number }).value = breathe * l.glow * (monolith ? 0.35 : 1);
setVec(du, "uShard", shard);
(du.uPhase as { value: number }).value = phase;
(du.uSpread as { value: number }).value = l.spread * l.orbitRadius;
(du.uRadius as { value: number }).value = l.orbitRadius;
(cu.uSpin as { value: number }).value = tumble * 0.35;
(gu.uGlowSize as { value: number }).value = 1.15 * breathe;
(gu.uGlowZ as { value: number }).value = monolith ? -1.3 : 0;
setVec(bu, "uBg", bg);
setVec(bu, "uCore", coreC);
(bu.uAspect as { value: number }).value = aspect;
(bu.uShift.value as Float32Array).set(shift);
(bu.uGlow as { value: number }).value = breathe * l.glow;
glc.clearColor(bg[0], bg[1], bg[2], 1);
renderer.render({ scene });
};
measureRef.current = ({ width, height, dpr }: Metrics) => {
renderer.dpr = dpr;
renderer.setSize(Math.max(1, Math.floor(width)), Math.max(1, Math.floor(height)));
aspect = Math.max(width, 1) / Math.max(height, 1);
(du.uDpr as { value: number }).value = dpr;
shift[0] = aspect > 1 ? 0.44 : 0;
shift[1] = aspect > 1 ? 0.05 : 0.3;
dist = CAMERA * Math.min(2, Math.max(1, 0.85 / aspect));
drawRef.current?.(0.016);
};
loop.resize();
loop.start();
return () => {
drawRef.current = null;
measureRef.current = null;
if (container.contains(canvas)) container.removeChild(canvas);
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [fallback, count]);
useEffect(() => {
loop.paint();
}, [
formation, shardColor, coreColor, backgroundColor, orbitRadius, spread,
beltSpeed, ringSpeed, tumbleSpeed, corePulse, glow, zoom, autoSpin, loop,
]);
const onPointerDown = (e: React.PointerEvent<HTMLDivElement>) => {
if ((e.target as HTMLElement).closest("button, a")) return;
const o = orbit.current;
o.dragging = true;
o.pointerId = e.pointerId;
o.lastX = e.clientX;
o.lastY = e.clientY;
o.lastT = e.timeStamp;
o.vYaw = 0;
o.vPitch = 0;
e.currentTarget.setPointerCapture(e.pointerId);
loop.start();
};
const track = (e: React.PointerEvent<HTMLDivElement>) => {
const o = orbit.current;
if (!o.dragging || e.pointerId !== o.pointerId) return;
const dx = e.clientX - o.lastX;
const dy = e.clientY - o.lastY;
const dt = (e.timeStamp - o.lastT) / 1000;
const dYaw = -dx * 0.008;
const dPitch = dy * 0.006;
o.yaw += dYaw;
o.pitch = Math.max(-0.9, Math.min(1.1, o.pitch + dPitch));
if (dt > 0.001) {
o.vYaw = dYaw / dt;
o.vPitch = dPitch / dt;
}
o.lastX = e.clientX;
o.lastY = e.clientY;
o.lastT = e.timeStamp;
loop.start();
};
const endDrag = (e: React.PointerEvent<HTMLDivElement>) => {
const o = orbit.current;
if (o.pointerId !== -1 && e.currentTarget.hasPointerCapture(o.pointerId)) {
e.currentTarget.releasePointerCapture(o.pointerId);
}
o.dragging = false;
o.pointerId = -1;
loop.start();
};
const rise = (i: number): React.CSSProperties =>
reducedMotion
? {}
: {
opacity: entered ? 1 : 0,
transform: entered ? "none" : "translateY(14px)",
transition: `opacity 700ms cubic-bezier(0.22,1,0.36,1) ${i * 110}ms, transform 700ms cubic-bezier(0.22,1,0.36,1) ${i * 110}ms`,
};
const gemClip =
"polygon(12px 0, calc(100% - 12px) 0, 100% 50%, calc(100% - 12px) 100%, 12px 100%, 0 50%)";
const overlay = (
<div className="pointer-events-none absolute inset-0 z-10 flex flex-col items-start justify-end bg-[linear-gradient(0deg,rgba(0,0,0,0.45),rgba(0,0,0,0)_55%)] px-[max(20px,5.5cqi)] pb-[max(20px,6cqi)] text-left [@container(orientation:landscape)]:justify-center [@container(orientation:landscape)]:bg-[linear-gradient(90deg,rgba(0,0,0,0.3),rgba(0,0,0,0)_55%)] [@container(orientation:landscape)]:pb-0">
{title ? (
<h1
className="max-w-[max(260px,44cqi)] text-[max(28px,5.4cqi)] leading-[1.02] font-semibold tracking-tight text-white"
style={rise(0)}
>
{title}
</h1>
) : null}
{subtitle ? (
<p
className="mt-[max(10px,1.4cqi)] max-w-[max(220px,38cqi)] text-[max(12px,1.7cqi)] leading-snug text-white/70"
style={rise(1)}
>
{subtitle}
</p>
) : null}
{ctaLabel && !reducedMotion ? (
<style>{`@keyframes __sg_so_glow { 0%, 100% { opacity: 0.3; } 50% { opacity: 0.9; } }
.__sg_so_cta:hover .__sg_so_glow, .__sg_so_cta:focus-visible .__sg_so_glow { animation: __sg_so_glow 1.4s ease-in-out infinite; }`}</style>
) : null}
{ctaLabel ? (
<button
type="button"
onClick={onCtaClick}
className="__sg_so_cta pointer-events-auto relative mt-[max(18px,2.6cqi)] cursor-pointer px-[max(26px,3.4cqi)] py-[max(11px,1.4cqi)] text-[max(11px,1.3cqi)] font-bold tracking-[0.2em] text-white uppercase transition-[transform,filter] duration-150 hover:brightness-115 focus-visible:outline-2 focus-visible:outline-offset-4 focus-visible:outline-white/70 active:scale-95"
style={rise(2)}
>
<span
aria-hidden
className="pointer-events-none absolute inset-0 overflow-hidden"
style={{
clipPath: gemClip,
backgroundImage: `linear-gradient(135deg, color-mix(in srgb, ${coreColor} 55%, white) 0%, ${coreColor} 45%, color-mix(in srgb, ${coreColor} 55%, black) 100%)`,
}}
>
<span
className="absolute inset-0"
style={{
backgroundImage:
"linear-gradient(115deg, rgba(255,255,255,0) 30%, rgba(255,255,255,0.28) 30.5%, rgba(255,255,255,0.28) 44%, rgba(255,255,255,0) 44.5%), linear-gradient(115deg, rgba(255,255,255,0) 62%, rgba(255,255,255,0.14) 62.5%, rgba(255,255,255,0.14) 78%, rgba(255,255,255,0) 78.5%)",
}}
/>
<span
className="__sg_so_glow absolute inset-0"
style={{
opacity: 0,
backgroundImage:
"radial-gradient(60% 130% at 50% 50%, rgba(255,255,255,0.6), rgba(255,255,255,0) 70%)",
}}
/>
</span>
<span className="relative">{ctaLabel}</span>
</button>
) : null}
</div>
);
if (fallback) {
return (
<div
className={className ?? "relative h-full w-full overflow-hidden @container-size"}
style={{
backgroundColor,
backgroundImage: `radial-gradient(circle at 72% 50%, ${coreColor}55 0%, ${shardColor}22 30%, transparent 60%)`,
}}
>
{overlay}
</div>
);
}
return (
<div
ref={containerRef}
className={
className ??
"relative h-full w-full cursor-default overflow-hidden select-none @container-size [&_canvas]:touch-none"
}
onPointerDown={onPointerDown}
onPointerMove={track}
onPointerUp={endDrag}
onPointerCancel={endDrag}
>
{overlay}
</div>
);
},
);
ShardOrbit.displayName = "ShardOrbit";
export default ShardOrbit;