AeroShards
A GPU-driven wind sculpture of folded foil shards with crisp detail, content-safe placements, and responsive pointer interactions.
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Installation
npx shadcn@latest add https://reactbits.dev/r/AeroShards-TS-TW.json
Dependencies: vgpu
Source
'use client';
import { useEffect, useRef, useState } from 'react';
import { draw, effect, frame, init, sampler, surface, target, uniforms } from 'vgpu';
import type { Frame } from 'vgpu';
const PLACEMENTS = { right: 0, left: 1, center: 2, full: 3 };
const MATERIALS = { pearl: 0, chrome: 1, satin: 2 };
const INTERACTIONS = { none: 0, repel: 1, attract: 2 };
const EFFECTS = { none: 0, dither: 1, ascii: 2 };
const FLOWS = { stream: 0, vortex: 1, ribbon: 2 };
const RIPPLE_SPEED = 4.2;
const RIPPLE_TAIL = 1.8;
const MATERIAL_PRESETS = {
pearl: { roughness: 0.46, brightness: 0.92, glow: 0.54, highlightMix: 0.78 },
chrome: { roughness: 0.1, brightness: 1.12, glow: 0.38, highlightMix: 0.9 },
satin: { roughness: 0.74, brightness: 0.84, glow: 0.42, highlightMix: 0.66 }
};
const DETAIL_PRESETS = {
bold: { count: 0.58, size: 1.32 },
balanced: { count: 1, size: 0.96 },
fine: { count: 1.15, size: 0.7 }
};
const QUALITY_PRESETS = {
low: { count: 1900, dpr: 1.5, supersamplePixels: 3000000 },
medium: { count: 3200, dpr: 2, supersamplePixels: 6000000 },
high: { count: 4600, dpr: 2, supersamplePixels: 8000000 }
};
const RUNTIME_QUALITY = [{ countScale: 1 }, { countScale: 0.86 }, { countScale: 0.72 }];
// Only the halo is downsampled. Shard edges keep their display-resolution detail.
const BLOOM_SCALES = [0.25, 0.22, 0.18];
const FRAME_STATES = {
interactive: { interval: 1000 / 60, continuous: true },
settling: { interval: 1000 / 60, continuous: true },
ambient: { interval: 1000 / 60, continuous: true },
partial: { interval: 1000 / 12, continuous: false }
};
const resolveFrameInterval = (frameState: FrameState, refreshInterval: number): number =>
frameState.continuous ? Math.max(frameState.interval, refreshInterval) : frameState.interval;
const advanceFrameDeadline = (timestamp: number, deadline: number, interval: number, reset: boolean): number => {
const nextDeadline = deadline + interval;
return reset || nextDeadline <= timestamp - 0.5 ? timestamp + interval : nextDeadline;
};
type Color = [number, number, number, number];
type Placement = keyof typeof PLACEMENTS;
type Material = keyof typeof MATERIALS;
type Detail = keyof typeof DETAIL_PRESETS;
type Interaction = keyof typeof INTERACTIONS;
type Quality = keyof typeof QUALITY_PRESETS;
type QualityPreset = (typeof QUALITY_PRESETS)[Quality];
type FrameState = (typeof FRAME_STATES)[keyof typeof FRAME_STATES];
export interface AeroShardsProps {
backgroundColor?: string;
shardColor?: string;
accentColor?: string;
placement?: Placement;
flow?: keyof typeof FLOWS;
rippleIntensity?: number;
holdToGather?: boolean;
material?: Material;
detail?: Detail;
effect?: keyof typeof EFFECTS;
scale?: number;
spread?: number;
depth?: number;
speed?: number;
spin?: number;
interaction?: Interaction;
density?: number;
shardSize?: number;
stretch?: number;
turbulence?: number;
glow?: number;
edgeSoftness?: number;
bloom?: number;
grain?: number;
chromaticAberration?: number;
transitionDuration?: number;
interactionRadius?: number;
interactionStrength?: number;
paused?: boolean;
className?: string;
onError?: (error: Error) => void;
}
interface AeroSettings {
background: Color;
shard: Color;
highlight: Color;
accent: Color;
composition: number;
flow: number;
rippleIntensity: number;
holdToGather: boolean;
effect: number;
material: number;
detailCount: number;
shardSize: number;
scale: number;
stretch: number;
speed: number;
spin: number;
turbulence: number;
spread: number;
depth: number;
roughness: number;
brightness: number;
glow: number;
edgeSoftness: number;
bloom: number;
grain: number;
chromaticAberration: number;
exposure: number;
lightSurface: number;
transitionDuration: number;
interaction: number;
interactionRadius: number;
interactionStrength: number;
paused: boolean;
signature: string;
}
interface PointerState {
raw: [number, number];
position: [number, number];
velocity: [number, number];
active: number;
presence: number;
presenceVelocity: number;
initialized: boolean;
}
interface HoldState {
pointerId: number | null;
elapsed: number;
amount: number;
velocity: number;
phase: number;
}
interface RippleState {
origin: [number, number];
age: number;
duration: number;
strength: number;
}
const clamp = (value: number, min: number, max: number): number => Math.min(max, Math.max(min, value));
const createFormation = (flow: number) => ({ weights: layoutVector(flow), velocity: [0, 0, 0, 0] });
const advanceFormation = (
state: ReturnType<typeof createFormation>,
flow: number,
elapsed: number,
duration: number,
frozen: boolean
) => {
const goal = layoutVector(flow);
if (frozen) {
state.weights = goal;
state.velocity.fill(0);
return;
}
const response = 6 / duration;
const decay = Math.exp(-response * elapsed);
for (let i = 0; i < 4; i += 1) {
const offset = state.weights[i] - goal[i];
const momentum = state.velocity[i] + response * offset;
state.weights[i] = goal[i] + (offset + momentum * elapsed) * decay;
state.velocity[i] = (state.velocity[i] - response * momentum * elapsed) * decay;
}
if (state.weights.every((value, i) => Math.abs(value - goal[i]) < 0.0001 && Math.abs(state.velocity[i]) < 0.001)) {
state.weights = goal;
state.velocity.fill(0);
}
};
const resolvePathLength = (aspect: number, weights: number[]) => {
const side = 2.65 + 0.61 * aspect + 0.09 * aspect * aspect;
const center = 2.3 + 2 * aspect + 0.35 * aspect * aspect;
const full = Math.hypot(2.44 * aspect, Math.sqrt(5));
const mobile = Math.hypot(2.56 * aspect, 1);
return aspect < 0.82
? mobile * (weights[0] + weights[1] + weights[2]) + full * weights[3]
: side * (weights[0] + weights[1]) + center * weights[2] + full * weights[3];
};
const createHold = (): HoldState => ({ pointerId: null, elapsed: 0, amount: 0, velocity: 0, phase: 0 });
const advanceHold = (hold: HoldState, elapsed: number, disabled: boolean) => {
if (disabled) {
hold.pointerId = null;
hold.elapsed = 0;
hold.amount = 0;
hold.velocity = 0;
return;
}
const previousElapsed = hold.elapsed;
hold.elapsed = hold.pointerId === null ? 0 : hold.elapsed + elapsed;
// A short click remains a ripple. Gathering starts only after a deliberate hold.
const engaging = hold.pointerId !== null && hold.elapsed > 0.15;
const step = engaging && previousElapsed < 0.15 ? hold.elapsed - 0.15 : elapsed;
const target = engaging ? 1 : 0;
const response = engaging ? 3.8 : 3.2;
const decay = Math.exp(-response * step);
const offset = hold.amount - target;
const momentum = hold.velocity + response * offset;
hold.amount = target + (offset + momentum * step) * decay;
hold.velocity = (hold.velocity - response * momentum * step) * decay;
if (Math.abs(hold.amount - target) < 0.0001 && Math.abs(hold.velocity) < 0.001) {
hold.amount = target;
hold.velocity = 0;
}
if (hold.amount > 0) hold.phase += elapsed * (0.35 + hold.amount * 0.5);
};
const resetPointerMotion = (pointer: PointerState): void => {
pointer.velocity ??= [0, 0];
pointer.velocity[0] = 0;
pointer.velocity[1] = 0;
pointer.presenceVelocity = 0;
};
const advancePointer = (pointer: PointerState, elapsed: number): void => {
if (elapsed <= 0) return;
// Exact critically damped motion keeps velocity continuous through direction changes.
const response = 26;
const decay = Math.exp(-response * elapsed);
for (let axis = 0; axis < 2; axis += 1) {
const offset = pointer.position[axis] - pointer.raw[axis];
const momentum = pointer.velocity[axis] + response * offset;
pointer.position[axis] = pointer.raw[axis] + (offset + momentum * elapsed) * decay;
pointer.velocity[axis] = (pointer.velocity[axis] - response * momentum * elapsed) * decay;
}
// Let the field ease into contact, then release a little more slowly.
const presenceTarget = pointer.active ? 1 : 0;
const presenceResponse = pointer.active ? 24 : 12;
const presenceDecay = Math.exp(-presenceResponse * elapsed);
const presenceOffset = pointer.presence - presenceTarget;
const presenceMomentum = pointer.presenceVelocity + presenceResponse * presenceOffset;
const nextPresence = presenceTarget + (presenceOffset + presenceMomentum * elapsed) * presenceDecay;
pointer.presence = clamp(nextPresence, 0, 1);
pointer.presenceVelocity = (pointer.presenceVelocity - presenceResponse * presenceMomentum * elapsed) * presenceDecay;
if (nextPresence !== pointer.presence) pointer.presenceVelocity = 0;
if (Math.abs(pointer.presence - presenceTarget) < 0.001 && Math.abs(pointer.presenceVelocity) < 0.01) {
pointer.presence = presenceTarget;
pointer.presenceVelocity = 0;
}
};
const createRipples = (): RippleState[] =>
Array.from({ length: 4 }, () => ({ origin: [0.5, 0.5], age: 0, duration: 0, strength: 0 }));
const startRipple = (ripples: RippleState[], origin: [number, number], aspect: number, strength = 1): boolean => {
// Preserve waves already in flight; rapid clicks never reset a visible wave.
const ripple = ripples.find(value => value.strength === 0);
if (!ripple) return false;
ripple.origin = [...origin];
ripple.age = 0;
const farthestX = (1 + Math.abs(origin[0] * 2 - 1)) * aspect;
const farthestY = 1 + Math.abs(origin[1] * 2 - 1);
ripple.duration = Math.hypot(farthestX, farthestY) / RIPPLE_SPEED + RIPPLE_TAIL;
ripple.strength = strength;
return true;
};
const advanceRipples = (ripples: RippleState[], elapsed: number, disabled: boolean): void => {
for (const ripple of ripples) {
if (disabled) ripple.strength = 0;
if (!ripple.strength) continue;
ripple.age += elapsed;
if (ripple.age >= ripple.duration) ripple.strength = 0;
}
};
const layoutVector = (placement: number): number[] => [0, 1, 2, 3].map(index => (index === placement ? 1 : 0));
const mixColor = (from: Color, to: Color, amount: number): Color => [
from[0] + (to[0] - from[0]) * amount,
from[1] + (to[1] - from[1]) * amount,
from[2] + (to[2] - from[2]) * amount,
1
];
const SHARD_SHADER = `
struct ViewParams {
viewport: vec4f,
shape: vec4f,
effects: vec4f,
composition: vec4f,
transport: vec4f,
formation: vec4f,
gather: vec4f,
pointer: vec4f,
shock: vec4f,
shockB: vec4f,
shockC: vec4f,
shockD: vec4f,
material: vec4f,
light: vec4f,
environment: vec4f,
baseColor: vec4f,
highlightColor: vec4f,
accentColor: vec4f,
}
struct PathSample {
position: vec3f,
tangent: vec3f,
phase: f32,
}
struct VertexOut {
@builtin(position) position: vec4f,
@location(0) @interpolate(flat, first) baseAlpha: vec4f,
@location(1) @interpolate(flat, first) creaseColor: vec3f,
@location(2) localCoord: vec2f,
}
@group(0) @binding(0) var<uniform> view: ViewParams;
fn hashU32(value: u32) -> u32 {
var state = value * 747796405u + 2891336453u;
let word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
fn unitFloat(value: u32) -> f32 {
return f32(hashU32(value)) * (1.0 / 4294967296.0);
}
fn safeNormalize(value: vec3f) -> vec3f {
return value / max(length(value), 0.0001);
}
fn safeNormalize2(value: vec2f) -> vec2f {
return value / max(length(value), 0.0001);
}
fn cubic(p0: f32, p1: f32, p2: f32, p3: f32, t: f32) -> f32 {
let oneMinusT = 1.0 - t;
return oneMinusT * oneMinusT * oneMinusT * p0
+ 3.0 * oneMinusT * oneMinusT * t * p1
+ 3.0 * oneMinusT * t * t * p2
+ t * t * t * p3;
}
fn cubicDerivative(p0: f32, p1: f32, p2: f32, p3: f32, t: f32) -> f32 {
let oneMinusT = 1.0 - t;
return 3.0 * oneMinusT * oneMinusT * (p1 - p0)
+ 6.0 * oneMinusT * t * (p2 - p1)
+ 3.0 * t * t * (p3 - p2);
}
fn sideArc(phase: f32) -> f32 {
let lookup = array<f32, 32>(
0.000000, 0.052475, 0.097829, 0.135121, 0.166845, 0.195164, 0.221458, 0.246639,
0.271368, 0.296184, 0.321577, 0.348019, 0.375973, 0.405832, 0.437746, 0.471327,
0.505474, 0.538781, 0.570323, 0.599945, 0.628000, 0.655048, 0.681734, 0.708795,
0.737169, 0.768244, 0.804295, 0.848010, 0.894805, 0.935083, 0.969270, 1.000000,
);
let scaled = clamp(phase, 0.0, 0.999999) * 31.0;
let index = min(u32(floor(scaled)), 30u);
return mix(lookup[index], lookup[index + 1u], fract(scaled));
}
fn fullArc(phase: f32) -> f32 {
let lookup = array<f32, 32>(
0.000000, 0.028092, 0.055939, 0.083892, 0.112291, 0.141449, 0.171637, 0.203033,
0.235650, 0.269282, 0.303537, 0.337982, 0.372308, 0.406392, 0.440263, 0.474026,
0.507794, 0.541636, 0.575553, 0.609470, 0.643257, 0.676761, 0.709855, 0.742465,
0.774594, 0.806319, 0.837790, 0.869218, 0.900862, 0.933020, 0.965991, 1.000000,
);
let scaled = clamp(phase, 0.0, 0.999999) * 31.0;
let index = min(u32(floor(scaled)), 30u);
return mix(lookup[index], lookup[index + 1u], fract(scaled));
}
fn centerArc(phase: f32) -> f32 {
let lookup = array<f32, 32>(
0.000000, 0.028692, 0.059794, 0.096620, 0.140315, 0.179839, 0.212476, 0.241834,
0.270282, 0.299332, 0.329968, 0.362347, 0.395341, 0.427241, 0.457283, 0.485900,
0.514192, 0.543773, 0.577230, 0.618093, 0.661144, 0.696770, 0.727388, 0.756064,
0.784657, 0.814415, 0.845979, 0.878880, 0.911508, 0.942489, 0.971712, 1.000000,
);
let scaled = clamp(phase, 0.0, 0.999999) * 31.0;
let index = min(u32(floor(scaled)), 30u);
return mix(lookup[index], lookup[index + 1u], fract(scaled));
}
fn mobileArc(phase: f32) -> f32 {
let lookup = array<f32, 32>(
0.000000, 0.028885, 0.057970, 0.087431, 0.117400, 0.147935, 0.179017, 0.210560,
0.242467, 0.274689, 0.307272, 0.340367, 0.374193, 0.408970, 0.444794, 0.481483,
0.518517, 0.555206, 0.591030, 0.625807, 0.659633, 0.692728, 0.725311, 0.757533,
0.789440, 0.820983, 0.852065, 0.882600, 0.912569, 0.942030, 0.971115, 1.000000,
);
let scaled = clamp(phase, 0.0, 0.999999) * 31.0;
let index = min(u32(floor(scaled)), 30u);
return mix(lookup[index], lookup[index + 1u], fract(scaled));
}
fn sidePath(seedPhase: f32, distance: f32, aspect: f32, mirror: f32) -> PathSample {
let pi = 3.14159265359;
let pathLength = 2.65 + 0.61 * aspect + 0.09 * aspect * aspect;
let phase = fract(seedPhase + distance / pathLength);
let t = sideArc(phase);
let x = cubic(1.24, 1.02, -0.28, 0.12, t) + sin(t * pi * 4.0 + 0.34) * 0.055;
let y = cubic(1.38, 0.72, -0.56, -1.38, t) + sin(t * pi * 2.0 - 0.6) * 0.04;
let z = sin(t * pi * 3.0) * 0.18;
let derivative = vec3f(
mirror * aspect * (
cubicDerivative(1.24, 1.02, -0.28, 0.12, t)
+ cos(t * pi * 4.0 + 0.34) * pi * 4.0 * 0.055
),
cubicDerivative(1.38, 0.72, -0.56, -1.38, t)
+ cos(t * pi * 2.0 - 0.6) * pi * 2.0 * 0.04,
cos(t * pi * 3.0) * pi * 3.0 * 0.18,
);
var sample: PathSample;
sample.position = vec3f(mirror * aspect * x, y, z);
sample.tangent = safeNormalize(derivative);
sample.phase = phase;
return sample;
}
fn centerPath(seedPhase: f32, distance: f32, aspect: f32) -> PathSample {
let pi = 3.14159265359;
let pathLength = 2.3 + 2.0 * aspect + 0.35 * aspect * aspect;
let phase = fract(seedPhase + distance / pathLength);
let t = centerArc(phase);
let angle = mix(-0.25 * pi, 1.75 * pi, t);
let angleDerivative = 2.0 * pi;
let radius = 0.72 + sin(t * pi * 4.0) * 0.12;
let radiusDerivative = cos(t * pi * 4.0) * pi * 4.0 * 0.12;
let derivative = vec3f(
aspect * (
-sin(angle) * angleDerivative * radius
+ cos(angle) * radiusDerivative
),
cos(angle) * angleDerivative * radius
+ sin(angle) * radiusDerivative,
cos(t * pi * 2.0) * pi * 2.0 * 0.16,
);
var sample: PathSample;
sample.position = vec3f(
cos(angle) * radius * aspect,
sin(angle) * radius,
sin(t * pi * 2.0) * 0.16,
);
sample.tangent = safeNormalize(derivative);
sample.phase = phase;
return sample;
}
fn fullPath(seedPhase: f32, distance: f32, aspect: f32) -> PathSample {
let pi = 3.14159265359;
let pathWidth = 2.44 * aspect;
let pathLength = sqrt(pathWidth * pathWidth + 5.0);
let phase = fract(seedPhase + distance / pathLength);
let t = fullArc(phase);
let derivative = vec3f(
aspect * 2.44,
cos((t * 1.72 - 0.2) * pi) * 1.72 * pi * 0.54
+ cos(t * pi * 3.0) * pi * 3.0 * 0.12,
-sin(t * pi * 2.0 - 0.7) * pi * 2.0 * 0.22,
);
var sample: PathSample;
sample.position = vec3f(
mix(-aspect * 1.22, aspect * 1.22, t),
sin((t * 1.72 - 0.2) * pi) * 0.54 + sin(t * pi * 3.0) * 0.12,
cos(t * pi * 2.0 - 0.7) * 0.22,
);
sample.tangent = safeNormalize(derivative);
sample.phase = phase;
return sample;
}
fn mobilePath(seedPhase: f32, distance: f32, aspect: f32) -> PathSample {
let pi = 3.14159265359;
let pathWidth = 2.56 * aspect;
let pathLength = sqrt(pathWidth * pathWidth + 1.0);
let phase = fract(seedPhase + distance / pathLength);
let t = mobileArc(phase);
let derivative = vec3f(
aspect * 2.56,
cos(t * pi) * pi * 0.28 + cos(t * pi * 3.0) * pi * 3.0 * 0.06,
-sin(t * pi * 2.0) * pi * 2.0 * 0.16,
);
var sample: PathSample;
sample.position = vec3f(
mix(-aspect * 1.28, aspect * 1.28, t),
-0.86 + sin(t * pi) * 0.28 + sin(t * pi * 3.0) * 0.06,
cos(t * pi * 2.0) * 0.16,
);
sample.tangent = safeNormalize(derivative);
sample.phase = phase;
return sample;
}
fn weightedPath(seedPhase: f32, phaseOffset: f32, aspect: f32, weights: vec4f) -> PathSample {
// Every placement samples the same point along the stream, including its wrap seam.
let phase = fract(seedPhase + phaseOffset);
var result: PathSample;
result.position = vec3f(0.0);
result.tangent = vec3f(0.0);
result.phase = phase;
if (aspect < 0.82) {
let compactWeight = weights.x + weights.y + weights.z;
if (compactWeight > 0.0001) {
let compact = mobilePath(phase, 0.0, aspect);
result.position += compact.position * compactWeight;
result.tangent += compact.tangent * compactWeight;
}
if (weights.w > 0.0001) {
let wide = fullPath(phase, 0.0, aspect);
result.position += wide.position * weights.w;
result.tangent += wide.tangent * weights.w;
}
} else {
if (weights.x > 0.0001) {
let right = sidePath(phase, 0.0, aspect, 1.0);
result.position += right.position * weights.x;
result.tangent += right.tangent * weights.x;
}
if (weights.y > 0.0001) {
let left = sidePath(phase, 0.0, aspect, -1.0);
result.position += left.position * weights.y;
result.tangent += left.tangent * weights.y;
}
if (weights.z > 0.0001) {
let center = centerPath(phase, 0.0, aspect);
result.position += center.position * weights.z;
result.tangent += center.tangent * weights.z;
}
if (weights.w > 0.0001) {
let wide = fullPath(phase, 0.0, aspect);
result.position += wide.position * weights.w;
result.tangent += wide.tangent * weights.w;
}
}
result.tangent = safeNormalize(result.tangent + vec3f(0.0001, 0.0, 0.0));
return result;
}
fn pointerField(delta: vec2f, radius: f32, flow: vec2f, depth: f32) -> vec2f {
// A curved Gaussian follows the flow, with a long, boundary-free tail.
let offset = delta / max(radius, 0.001);
let along = dot(offset, flow);
let across = dot(offset, vec2f(-flow.y, flow.x));
let alongSquared = along * along;
let layer = depth * inverseSqrt(1.0 + depth * depth);
let bend = (0.22 * alongSquared + 0.12 * layer * along) / (1.0 + alongSquared);
let curvedAcross = (across + bend) / (1.0 + layer * 0.18);
let falloff = exp(-0.28 * alongSquared - 1.2 * curvedAcross * curvedAcross);
return offset * falloff;
}
fn rippleWave(age: f32) -> f32 {
if (age <= 0.0 || age >= ${RIPPLE_TAIL}) { return 0.0; }
let attack = smoothstep(0.0, 0.14, age);
let release = 1.0 - smoothstep(1.4, ${RIPPLE_TAIL}, age);
return sin(age * 10.0) * exp(-age * 3.2) * attack * release;
}
fn rippleDisplacement(position: vec3f, pulse: vec4f) -> vec4f {
if (pulse.w <= 0.0001) { return vec4f(0.0); }
let perspective = 1.0 / max(0.62, 1.0 - position.z * 0.34);
let delta = (position.xy * perspective - pulse.xy) * view.viewport.z;
let distance = sqrt(dot(delta, delta) + 0.0016) - 0.04;
let wave = rippleWave(pulse.z - distance / ${RIPPLE_SPEED}) * pulse.w;
let radial = delta / (distance + 0.12);
return vec4f(radial * wave * 0.28, wave * 0.12, abs(wave));
}
fn shardVertex(index: u32) -> vec3f {
let fold = 0.34;
let vertices = array<vec3f, 6>(
vec3f(0.0, 1.0, fold),
vec3f(-0.72, 0.0, 0.0),
vec3f(0.0, -1.0, fold),
vec3f(0.0, 1.0, fold),
vec3f(0.0, -1.0, fold),
vec3f(0.72, 0.0, 0.0)
);
return vertices[index % 6u];
}
fn softbox(direction: vec3f, center: vec2f, size: vec2f) -> f32 {
let q = abs((direction.xy - center) / size);
let q2 = q * q;
let q4 = q2 * q2;
return exp(-(q4.x + q4.y));
}
fn aces(color: vec3f) -> vec3f {
let a = 2.51;
let b = 0.03;
let c = 2.43;
let d = 0.59;
let e = 0.14;
return clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3f(0.0), vec3f(1.0));
}
@vertex
fn vs_main(
@builtin(vertex_index) vertexIndex: u32,
@builtin(instance_index) instanceIndex: u32,
) -> VertexOut {
let seedPhase = unitFloat(instanceIndex * 1664525u + 1013904223u);
let seedLane = unitFloat(instanceIndex * 2246822519u + 3266489917u);
let seedDepth = unitFloat(instanceIndex * 668265263u + 374761393u);
let seedScale = unitFloat(instanceIndex * 1597334677u + 3812015801u);
let aspect = view.viewport.x;
let path = weightedPath(seedPhase, view.transport.x, aspect, view.composition);
var direction = path.tangent;
var planarNormal = safeNormalize2(vec2f(-direction.y, direction.x));
let signedLane = seedLane * 2.0 - 1.0;
let lane = sign(signedLane) * pow(abs(signedLane), 0.72);
let widthProfile = 0.46 + pow(max(sin(path.phase * 3.14159265359), 0.0), 0.72) * 0.54;
let looseSeed = unitFloat(instanceIndex * 3266489917u + 668265263u);
let loose = smoothstep(0.92, 1.0, looseSeed);
let flowWave = sin(path.phase * 37.6991118431 + seedDepth * 12.0);
let laneWidth = (lane * 0.56 + flowWave * 0.055 * view.shape.z) * view.shape.x
* widthProfile * (1.0 + loose * 0.72);
let depthLane = (seedDepth * 2.0 - 1.0) * view.shape.y
+ cos(path.phase * 31.4159265359 + seedLane * 8.0) * 0.06 * view.shape.z;
var renderPosition = path.position + vec3f(planarNormal * laneWidth, depthLane);
if (view.formation.y + view.formation.z > 0.00001) {
let center = vec2f((view.composition.x - view.composition.y) * aspect * 0.56, 0.0);
var formedPosition = renderPosition * view.formation.x;
var formedDirection = direction * view.formation.x;
if (view.formation.y > 0.00001) {
let radius = 0.16 + sqrt(seedLane) * 0.74 * (0.45 + view.shape.x * 0.55);
// Constant tangential travel speed; inner rings turn faster without speeding up.
let angle = seedPhase * 6.28318530718 + view.viewport.w / radius;
let radial = vec2f(cos(angle), sin(angle));
let position = vec3f(center + radial * radius, (seedDepth - 0.5) * view.shape.y * 0.65 + radial.y * 0.2);
formedPosition += position * view.formation.y;
formedDirection += safeNormalize(vec3f(-radial.y, radial.x, radial.x * 0.2)) * view.formation.y;
}
if (view.formation.z > 0.00001) {
let phase = fract(seedPhase + view.viewport.w / (aspect * 3.0 + 2.0));
let angle = phase * 6.28318530718;
let ribbonWidth = (seedLane - 0.5) * 0.54 * view.shape.x;
let position = vec3f(
mix(-aspect * 1.35, aspect * 1.35, phase) + center.x * 0.5,
sin(angle) * 0.42 + cos(angle * 2.0) * ribbonWidth,
(cos(angle) * 0.35 + sin(angle * 2.0) * ribbonWidth + (seedDepth - 0.5) * 0.12) * view.shape.y
);
let tangent = safeNormalize(vec3f(aspect * 2.7, cos(angle) * 2.638938, -sin(angle) * 2.199115 * view.shape.y));
formedPosition += position * view.formation.z;
formedDirection += tangent * view.formation.z;
}
renderPosition = formedPosition;
direction = safeNormalize(formedDirection + vec3f(0.0, 0.0, 0.02 * view.formation.x * (1.0 - view.formation.x)));
planarNormal = safeNormalize2(vec2f(-direction.y, direction.x));
}
if (abs(view.pointer.w) > 0.0001) {
let field = pointerField(
view.pointer.xy - renderPosition.xy,
view.pointer.z,
vec2f(planarNormal.y, -planarNormal.x),
renderPosition.z,
);
let lateral = field - direction.xy * dot(field, direction.xy);
renderPosition += vec3f(lateral * view.pointer.w * 0.36, 0.0);
direction = safeNormalize(vec3f(direction.xy + lateral * view.pointer.w * 0.65, direction.z));
}
if (view.gather.z > 0.00001) {
// A Gaussian cloud has a dense center and soft outskirts, never a ring or a hard outline.
let relative = (renderPosition.xy - view.gather.xy) * view.viewport.z;
let reach = length(relative);
let radius = sqrt(-2.0 * log(max(seedLane, 0.0001)));
let angle = seedPhase * 6.28318530718 + view.gather.w * (0.3 + seedDepth * 0.18);
let orbit = vec2f(cos(angle), sin(angle));
let layer = seedDepth * 6.28318530718;
let drift = vec2f(sin(layer + view.gather.w * 0.22), cos(layer * 1.7 - view.gather.w * 0.18)) * 0.055;
let cloud = orbit * radius * vec2f(0.2, 0.16) + drift;
let cluster = vec3f(view.gather.xy + cloud / view.viewport.z, (seedDepth - 0.5) * 0.42);
// Distant layers arrive later; there is no single closing boundary.
let amount = pow(view.gather.z, 1.0 + seedDepth * 0.65 + min(reach, 4.0) * 0.12);
let curledDirection = safeNormalize(vec3f(-orbit.y, orbit.x, sin(layer) * 0.35));
renderPosition = mix(renderPosition, cluster, amount);
direction = safeNormalize(mix(direction, curledDirection, amount));
}
var rippleLight = 0.0;
if (view.shock.w + view.shockB.w + view.shockC.w + view.shockD.w > 0.0001) {
let displacement = rippleDisplacement(renderPosition, view.shock)
+ rippleDisplacement(renderPosition, view.shockB)
+ rippleDisplacement(renderPosition, view.shockC)
+ rippleDisplacement(renderPosition, view.shockD);
rippleLight = min(displacement.w, 1.5);
if (dot(displacement.xyz, displacement.xyz) > 0.0) {
renderPosition += displacement.xyz;
direction = safeNormalize(direction + displacement.xyz * 0.7);
}
}
let shapeLocal = shardVertex(vertexIndex);
var local = shapeLocal;
local.x *= mix(0.72, 1.08, seedLane);
local.y *= mix(0.82, 1.12, seedDepth);
local.x += (seedDepth - 0.5) * (1.0 - abs(local.y)) * 0.16;
var side = cross(vec3f(0.0, 0.0, 1.0), direction);
let sideLengthSquared = dot(side, side);
if (sideLengthSquared > 0.0001) {
side *= inverseSqrt(sideLengthSquared);
} else {
side = vec3f(1.0, 0.0, 0.0);
}
let facing = cross(direction, side);
let rollDirection = mix(-1.5, 1.7, seedDepth);
let roll = seedLane * 6.28318530718 + view.viewport.w * rollDirection * view.effects.x * 2.4;
let rollSin = sin(roll);
let rollCos = cos(roll);
let bankedSide = side * rollCos + facing * rollSin;
let bankedFacing = facing * rollCos - side * rollSin;
let depthScale = mix(0.56, 1.58, clamp(renderPosition.z * 0.62 + 0.5, 0.0, 1.0));
let scaleShape = 0.46 + seedScale * 0.58 + pow(seedScale, 12.0) * 1.55;
let size = view.viewport.y * scaleShape * depthScale * (1.0 - view.gather.z * 0.3);
let width = size * 0.72;
let lengthScale = size * 1.26 * view.effects.z;
let world = renderPosition
+ direction * local.y * lengthScale
+ bankedSide * local.x * width
+ bankedFacing * local.z * width;
let perspective = 1.0 / max(0.62, 1.0 - world.z * 0.34);
let ndc = world.xy * view.viewport.z / vec2f(aspect, 1.0) * perspective;
let depth = clamp(0.56 - world.z * 0.24, 0.03, 0.97);
let triangle = vertexIndex / 3u;
let corner = vertexIndex % 3u;
var mapped = vec3f(0.0);
var mappedCrease = vec3f(0.0);
var shardAlpha = 0.0;
if (corner == 0u) {
let facetSide = select(-1.0, 1.0, triangle == 1u);
let localNormal = vec3f(facetSide * 0.394903, 0.0, 0.918723);
let normal = bankedSide * localNormal.x + bankedFacing * localNormal.z;
let viewDirection = normalize(vec3f(-renderPosition.xy * 0.08, 1.0));
let pointerShift = vec2f(view.light.w, view.shape.w);
let keyDirection = view.light.xyz;
let halfDirection = normalize(keyDirection + viewDirection);
let roughness = clamp(view.material.x, 0.04, 0.96);
let materialKind = view.material.y;
let glow = view.material.w;
let reflection = reflect(-viewDirection, normal);
let broad = softbox(
reflection,
vec2f(-0.34, 0.28) + pointerShift * 0.36,
vec2f(0.52, 0.22) + roughness * 0.3,
);
let strip = softbox(
reflection,
vec2f(0.48, -0.08) - pointerShift * 0.2,
vec2f(0.12, 0.72),
);
let diffuse = max(dot(normal, keyDirection), 0.0);
let specularPower = mix(92.0, 9.0, roughness);
let specular = pow(max(dot(normal, halfDirection), 0.0), specularPower);
let fresnelBase = 1.0 - max(dot(normal, viewDirection), 0.0);
let fresnelSquared = fresnelBase * fresnelBase;
let fresnel = fresnelSquared * fresnelSquared;
let facet = mix(0.76, 1.0, smoothstep(-0.08, 0.08, normal.x));
let depthFog = smoothstep(-0.68, 0.58, renderPosition.z);
let depthTint = mix(view.accentColor.rgb * 0.52, view.baseColor.rgb, depthFog);
var color = depthTint * (0.1 + diffuse * 0.3) * facet;
color += view.highlightColor.rgb * (broad * mix(0.3, 0.86, 1.0 - roughness)) * (1.0 + glow * 0.14);
color += view.accentColor.rgb * strip * (0.12 + fresnel * 0.42);
color += view.highlightColor.rgb * specular * mix(0.82, 1.0, seedDepth);
color += mix(view.baseColor.rgb, view.accentColor.rgb, seedLane) * fresnel * (0.15 + glow * 0.16);
color += view.accentColor.rgb * (broad * 0.045 + fresnel * 0.075) * glow;
var creaseColor = color + view.highlightColor.rgb * (0.08 + specular * 0.22);
if (materialKind > 0.5 && materialKind < 1.5) {
let materialLight = view.highlightColor.rgb * (broad + specular) * 0.32;
color = color * 1.1 + materialLight;
creaseColor = creaseColor * 1.1 + materialLight;
} else if (materialKind >= 1.5) {
let satinColor = view.baseColor.rgb * (0.46 + diffuse * 0.46);
color = mix(color, satinColor, 0.56);
creaseColor = mix(creaseColor, satinColor, 0.56);
}
// A light page acts as a broad fill light, keeping shaded facets in the chosen palette.
let fill = mix(view.accentColor.rgb, view.baseColor.rgb, depthFog)
* (0.38 + diffuse * 0.12) * facet * view.environment.x;
color += fill;
creaseColor += fill;
// Reuse the displacement wave, so the accent catches each facet as the ripple arrives.
let pulseColor = mix(view.accentColor.rgb, view.highlightColor.rgb, 0.18);
color += pulseColor * rippleLight * (0.85 + fresnel * 0.45);
creaseColor += pulseColor * rippleLight * 1.35;
let fog = mix(0.42, 1.0, depthFog);
let exposure = fog * view.material.z * view.effects.w;
mapped = aces(color * exposure);
mappedCrease = aces(creaseColor * exposure);
shardAlpha = mix(0.58, 0.97, depthFog);
// Open path endpoints can cross the viewport while morphing. Taper only that moving seam.
let seam = smoothstep(0.0, 0.035, path.phase) * (1.0 - smoothstep(0.965, 1.0, path.phase));
shardAlpha *= mix(1.0, seam, view.transport.y * view.formation.x * (1.0 - view.gather.z));
}
var out: VertexOut;
out.position = vec4f(ndc, depth, 1.0);
out.baseAlpha = vec4f(mapped, shardAlpha);
out.creaseColor = mappedCrease - mapped;
out.localCoord = shapeLocal.xy;
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4f {
let crease = (1.0 - smoothstep(0.015, 0.11, abs(in.localCoord.x)))
* (1.0 - smoothstep(0.78, 1.0, abs(in.localCoord.y)));
var coverage = 1.0;
if (view.effects.y > 0.001) {
let diamondDistance = 1.0 - abs(in.localCoord.y) - abs(in.localCoord.x) / 0.72;
let edgeWidth = max(fwidth(diamondDistance) * view.effects.y, 0.0001);
coverage = smoothstep(0.0, edgeWidth, diamondDistance);
}
let mapped = in.baseAlpha.rgb + in.creaseColor * crease;
let coveredAlpha = in.baseAlpha.a * coverage;
return vec4f(mapped * coveredAlpha, coveredAlpha);
}
`;
const BLOOM_SHADER = `
struct PostParams {
viewport: vec4f,
bloomInfo: vec4f,
finishing: vec4f,
background: vec4f,
temporal: vec4f,
tint: vec4f,
}
@group(0) @binding(0) var sceneTexture: texture_2d<f32>;
@group(0) @binding(1) var sceneSampler: sampler;
@group(0) @binding(2) var<uniform> post: PostParams;
fn visibleResidual(uv: vec2f) -> vec4f {
let scene = textureSampleLevel(sceneTexture, sceneSampler, uv, 0.0).rgb;
let residual = scene - post.background.rgb;
let energy = dot(abs(residual), vec3f(0.2126, 0.7152, 0.0722));
let threshold = post.bloomInfo.z;
let knee = post.bloomInfo.w;
let contribution = smoothstep(threshold - knee, threshold + knee, energy);
let coverage = energy * contribution;
// Store a premultiplied palette halo on light surfaces, never negative radiance.
return vec4f(mix(residual * contribution, post.tint.rgb * coverage, post.finishing.w), coverage);
}
@fragment
fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let offset = post.bloomInfo.xy * 0.25;
var glow = visibleResidual(uv + offset);
glow += visibleResidual(uv - offset);
glow += visibleResidual(uv + vec2f(offset.x, -offset.y));
glow += visibleResidual(uv + vec2f(-offset.x, offset.y));
return glow * 0.25;
}
`;
const BLOOM_BLUR_SHADER = `
struct BlurParams {
direction: vec4f,
}
@group(0) @binding(0) var bloomTexture: texture_2d<f32>;
@group(0) @binding(1) var linearSampler: sampler;
@group(0) @binding(2) var<uniform> blur: BlurParams;
@fragment
fn fs_main(@location(0) uv: vec2f) -> @location(0) vec4f {
let nearOffset = blur.direction.xy * 1.3846153846;
let farOffset = blur.direction.xy * 3.2307692308;
var color = textureSampleLevel(bloomTexture, linearSampler, uv, 0.0) * 0.2270270270;
color += textureSampleLevel(bloomTexture, linearSampler, uv + nearOffset, 0.0) * 0.3162162162;
color += textureSampleLevel(bloomTexture, linearSampler, uv - nearOffset, 0.0) * 0.3162162162;
color += textureSampleLevel(bloomTexture, linearSampler, uv + farOffset, 0.0) * 0.0702702703;
color += textureSampleLevel(bloomTexture, linearSampler, uv - farOffset, 0.0) * 0.0702702703;
return color;
}
`;
// Compact 5×7 glyphs keep ASCII self-contained: no font downloads, canvas atlas, or readbacks.
// Space, punctuation, directional strokes, and dense glyphs cover the six shape samples.
const ASCII_GLYPHS = [
[0, 0, 0, 0, 0, 0, 0], // space
[0, 0, 0, 0, 0, 12, 12], // .
[0, 12, 12, 0, 12, 12, 0], // :
[0, 0, 0, 31, 0, 0, 0], // -
[0, 0, 31, 0, 31, 0, 0], // =
[4, 4, 4, 4, 4, 4, 4], // |
[1, 2, 2, 4, 8, 8, 16], // /
[16, 8, 8, 4, 2, 2, 1], // backslash
[0, 4, 4, 31, 4, 4, 0], // +
[0, 21, 14, 31, 14, 21, 0], // *
[0, 17, 10, 4, 10, 17, 0], // x
[2, 4, 8, 16, 8, 4, 2], // <
[8, 4, 2, 1, 2, 4, 8], // >
[3, 4, 8, 8, 8, 4, 3], // (
[24, 4, 2, 2, 2, 4, 24], // )
[0, 0, 14, 17, 17, 14, 0], // o
[14, 17, 17, 17, 17, 17, 14], // O
[10, 10, 31, 10, 31, 10, 10], // #
[14, 17, 23, 21, 23, 16, 14], // @
[17, 27, 21, 21, 17, 17, 17], // M
[17, 17, 17, 21, 21, 27, 17], // W
[14, 17, 17, 31, 17, 17, 17] // A
];
const ASCII_SAMPLES = [
[0.28, 0.26],
[0.72, 0.14],
[0.28, 0.56],
[0.72, 0.44],
[0.28, 0.86],
[0.72, 0.74]
];
const ASCII_SHAPES = ASCII_GLYPHS.map(rows =>
ASCII_SAMPLES.map(([cx, cy]) => {
let sum = 0;
let count = 0;
for (let y = 0; y < 28; y += 1) {
for (let x = 0; x < 20; x += 1) {
if (((x + 0.5) / 20 - cx) ** 2 * 0.36 + ((y + 0.5) / 28 - cy) ** 2 > 0.26 ** 2) continue;
sum += (rows[Math.floor(y / 4)] >> (4 - Math.floor(x / 4))) & 1;
count += 1;
}
}
return sum / Math.max(count, 1);
})
);
for (let sample = 0; sample < 6; sample += 1) {
const peak = Math.max(...ASCII_SHAPES.map(shape => shape[sample]));
for (const shape of ASCII_SHAPES) shape[sample] /= Math.max(peak, 0.001);
}
const STYLE_COMMON = `
struct StyleParams {
viewport: vec4f,
background: vec4f,
mode: vec4f,
}
@group(0) @binding(0) var sourceTexture: texture_2d<f32>;
@group(0) @binding(1) var sourceSampler: sampler;
@group(0) @binding(2) var<uniform> style: StyleParams;
fn sampleSource(pixel: vec2f) -> vec3f {
if (any(pixel < vec2f(0.0)) || any(pixel >= style.viewport.xy)) { return style.background.rgb; }
return textureSampleLevel(sourceTexture, sourceSampler, pixel / style.viewport.xy, 0.0).rgb;
}
fn inkLevel(color: vec3f) -> f32 {
// Measure contrast against the chosen background, not black: white stays empty too.
return clamp(dot(abs(color - style.background.rgb), vec3f(0.2126, 0.7152, 0.0722)) * 2.4, 0.0, 1.0);
}
`;
const ASCII_CELL_SHADER = `${STYLE_COMMON}
const INNER = array<vec2f, 6>(${ASCII_SAMPLES.map(point => `vec2f(${point.join(', ')})`).join(', ')});
const OUTER = array<vec2f, 10>(
vec2f(0.28, -0.2), vec2f(0.72, -0.2), vec2f(-0.22, 0.25), vec2f(1.22, 0.25),
vec2f(-0.22, 0.5), vec2f(1.22, 0.5), vec2f(-0.22, 0.75), vec2f(1.22, 0.75),
vec2f(0.28, 1.2), vec2f(0.72, 1.2)
);
const RING = array<vec2f, 6>(vec2f(1.0, 0.0), vec2f(0.5, 0.8660254), vec2f(-0.5, 0.8660254),
vec2f(-1.0, 0.0), vec2f(-0.5, -0.8660254), vec2f(0.5, -0.8660254));
const SHAPES = array<vec3f, ${ASCII_GLYPHS.length * 2}>(
${ASCII_SHAPES.flatMap(shape => [shape.slice(0, 3), shape.slice(3)])
.map(part => `vec3f(${part.map(value => value.toFixed(6)).join(', ')})`)
.join(',\n ')}
);
fn edgeContrast(value: f32, outside: f32) -> f32 {
let peak = max(max(value, outside), 0.0001);
return value * value / peak;
}
@fragment
fn fs_main(@builtin(position) pixel: vec4f) -> @location(0) vec4f {
let base = floor(pixel.xy) * style.viewport.zw;
var values: array<f32, 6>;
var colorSum = vec3f(0.0);
var weightSum = 0.0;
for (var i = 0u; i < 6u; i++) {
let center = base + INNER[i] * style.viewport.zw;
var color = sampleSource(center);
for (var tap = 0u; tap < 6u; tap++) {
color += sampleSource(center + RING[tap] * style.viewport.w * 0.161);
}
color /= 7.0;
values[i] = inkLevel(color);
colorSum += color * values[i];
weightSum += values[i];
}
if (weightSum < 0.025) { return vec4f(style.background.rgb, 0.0); }
var edges: array<f32, 10>;
for (var i = 0u; i < 10u; i++) { edges[i] = inkLevel(sampleSource(base + OUTER[i] * style.viewport.zw)); }
values[0] = edgeContrast(values[0], max(max(edges[0], edges[1]), max(edges[2], edges[4])));
values[1] = edgeContrast(values[1], max(max(edges[0], edges[1]), max(edges[3], edges[5])));
values[2] = edgeContrast(values[2], max(edges[2], max(edges[4], edges[6])));
values[3] = edgeContrast(values[3], max(edges[3], max(edges[5], edges[7])));
values[4] = edgeContrast(values[4], max(max(edges[4], edges[6]), max(edges[8], edges[9])));
values[5] = edgeContrast(values[5], max(max(edges[5], edges[7]), max(edges[8], edges[9])));
let peak = max(max(max(values[0], values[1]), max(values[2], values[3])), max(values[4], values[5]));
let gain = 1.0 / max(peak, 0.001);
let a = vec3f(values[0], values[1], values[2]);
let b = vec3f(values[3], values[4], values[5]);
// Normalize shape separately from ink color so thin, dim shards do not all select space.
let shapeA = a * sqrt(a * gain) * gain;
let shapeB = b * sqrt(b * gain) * gain;
var best = 0u;
var bestDistance = 100.0;
for (var glyph = 0u; glyph < ${ASCII_GLYPHS.length}u; glyph++) {
let da = shapeA - SHAPES[glyph * 2u];
let db = shapeB - SHAPES[glyph * 2u + 1u];
let distance = dot(da, da) + dot(db, db);
if (distance < bestDistance) { best = glyph; bestDistance = distance; }
}
// RGB stores the scene palette; alpha is an exact byte-sized glyph index, not opacity.
let ink = style.background.rgb + (colorSum / weightSum - style.background.rgb) * 2.2;
return vec4f(clamp(ink, vec3f(0.0), vec3f(1.0)), f32(best) / 255.0);
}
`;
const STYLE_SHADER = `${STYLE_COMMON}
@group(0) @binding(3) var asciiCells: texture_2d<f32>;
const GLYPHS = array<vec2u, ${ASCII_GLYPHS.length}>(
${ASCII_GLYPHS.map(rows => `vec2u(${rows.slice(0, 4).reduce((sum, row, i) => sum + row * 2 ** (i * 5), 0)}u, ${rows.slice(4).reduce((sum, row, i) => sum + row * 2 ** (i * 5), 0)}u)`).join(',\n ')}
);
// A centered Bayer screen distributes quantization error across a stable 4×4 grid.
const THRESHOLDS = array<f32, 16>(
0.03125, 0.53125, 0.15625, 0.65625, 0.78125, 0.28125, 0.90625, 0.40625,
0.21875, 0.71875, 0.09375, 0.59375, 0.96875, 0.46875, 0.84375, 0.34375
);
fn glyphBit(glyph: u32, point: vec2i) -> f32 {
if (any(point < vec2i(0)) || point.x >= 5 || point.y >= 7) { return 0.0; }
let row = u32(point.y);
let bits = select(GLYPHS[glyph].x, GLYPHS[glyph].y, row >= 4u);
let shift = (row % 4u) * 5u + 4u - u32(point.x);
return f32((bits >> shift) & 1u);
}
fn orderedDither(color: vec3f, background: vec3f, threshold: f32) -> vec3f {
let residual = color - background;
let levels = abs(residual) * 3.0;
let quantized = (floor(levels) + step(vec3f(threshold), fract(levels))) / 3.0;
return clamp(background + sign(residual) * quantized, vec3f(0.0), vec3f(1.0));
}
@fragment
fn fs_main(@builtin(position) pixel: vec4f) -> @location(0) vec4f {
let cellPosition = pixel.xy / style.viewport.zw;
let cell = vec2i(floor(cellPosition));
if (style.mode.x < 1.5) {
let color = sampleSource((vec2f(cell) + 0.5) * style.viewport.zw);
let index = u32(cell.x % 4) * 4u + u32(cell.y % 4);
return vec4f(orderedDither(color, style.background.rgb, THRESHOLDS[index]), 1.0);
}
let info = textureLoad(asciiCells, clamp(cell, vec2i(0), vec2i(textureDimensions(asciiCells)) - 1), 0);
let glyph = min(u32(round(info.a * 255.0)), ${ASCII_GLYPHS.length - 1}u);
// Integrate the compact glyph over each display pixel; keep subpixel strokes visible.
let local = fract(cellPosition) * vec2f(6.0, 10.0) - vec2f(0.5, 1.5);
let footprint = vec2f(6.0, 10.0) / style.viewport.zw;
let low = local - footprint * 0.5;
let high = local + footprint * 0.5;
let origin = vec2i(floor(low));
var coverage = 0.0;
for (var y = 0; y < 3; y++) {
for (var x = 0; x < 3; x++) {
let point = origin + vec2i(x, y);
let overlap = max(vec2f(0.0), min(high, vec2f(point + 1)) - max(low, vec2f(point)));
coverage += glyphBit(glyph, point) * overlap.x * overlap.y;
}
}
coverage /= footprint.x * footprint.y;
return vec4f(mix(style.background.rgb, info.rgb, clamp(coverage, 0.0, 1.0)), 1.0);
}
`;
const FINISH_SHADER = `
struct PostParams {
viewport: vec4f,
bloomInfo: vec4f,
finishing: vec4f,
background: vec4f,
temporal: vec4f,
tint: vec4f,
}
@group(0) @binding(0) var sceneTexture: texture_2d<f32>;
@group(0) @binding(1) var bloomTexture: texture_2d<f32>;
@group(0) @binding(2) var linearSampler: sampler;
@group(0) @binding(3) var<uniform> post: PostParams;
fn hash12(value: vec2f) -> f32 {
let p = fract(value * vec2f(0.1031, 0.1030));
let mixed = p + dot(p, p.yx + 33.33);
return fract((mixed.x + mixed.y) * mixed.x);
}
@fragment
fn fs_main(@location(0) uv: vec2f, @builtin(position) pixel: vec4f) -> @location(0) vec4f {
let background = post.background.rgb;
// Scene and output have identical dimensions; never filter the sharp base image.
var scene = textureLoad(sceneTexture, vec2i(pixel.xy), 0).rgb;
if (post.finishing.z > 0.000001) {
let aspect = post.viewport.x / max(post.viewport.y, 1.0);
let centered = (uv - vec2f(0.5)) * vec2f(aspect, 1.0);
let radius = clamp(length(centered) / 0.78, 0.0, 1.0);
let radialDirection = centered / max(length(centered), 0.0001);
let minResolution = min(post.viewport.x, post.viewport.y);
let pixelOffset = radialDirection * (post.finishing.z * minResolution * radius * radius);
let uvOffset = pixelOffset * post.viewport.zw;
let positive = textureSampleLevel(sceneTexture, linearSampler, uv + uvOffset, 0.0).rgb;
let negative = textureSampleLevel(sceneTexture, linearSampler, uv - uvOffset, 0.0).rgb;
scene = vec3f(positive.r, scene.g, negative.b);
}
var foreground = scene - background;
if (post.finishing.x > 0.0001) {
let bloom = textureSampleLevel(bloomTexture, linearSampler, uv, 0.0);
// A colored haze remains visible on white; protect the opaque facet colors underneath.
let haloMask = 1.0 - smoothstep(0.04, 0.4, length(foreground));
let haloOpacity = min(bloom.a * post.finishing.x * 1.8, 0.65) * haloMask;
let haloColor = bloom.rgb / max(bloom.a, 0.00001);
let lightForeground = mix(foreground, haloColor - background, haloOpacity);
foreground = mix(foreground + bloom.rgb * post.finishing.x, lightForeground, post.finishing.w);
}
let signal = smoothstep(0.008, 0.18, length(foreground));
if (post.finishing.y > 0.0001) {
let grainSeed = floor(post.temporal.x * 60.0);
let noise = hash12(floor(pixel.xy) + vec2f(grainSeed, grainSeed * 1.6180339)) - 0.5;
foreground += vec3f(noise * post.finishing.y * signal);
}
return vec4f(clamp(background + foreground, vec3f(0.0), vec3f(1.0)), 1.0);
}
`;
const parseColor = (value: string, fallback: string): Color => {
const match = /^#?([\da-f]{2})([\da-f]{2})([\da-f]{2})$/i.exec(value);
const source = match || /^#?([\da-f]{2})([\da-f]{2})([\da-f]{2})$/i.exec(fallback)!;
return [parseInt(source[1], 16) / 255, parseInt(source[2], 16) / 255, parseInt(source[3], 16) / 255, 1];
};
const resolveQuality = (canvas: HTMLCanvasElement): Quality => {
const memory = (navigator as Navigator & { deviceMemory?: number }).deviceMemory || 6;
const cores = navigator.hardwareConcurrency || 6;
const cssPixels = Math.max(1, canvas.clientWidth * canvas.clientHeight);
if (canvas.clientWidth < 640 || memory <= 4 || cores <= 4) return 'low';
if (cssPixels <= 360000 && memory >= 8 && cores >= 12) return 'high';
return 'medium';
};
const resolveDpr = (preset: QualityPreset, canvas: HTMLCanvasElement): number => {
const cssPixels = Math.max(1, canvas.clientWidth * canvas.clientHeight);
// The budget limits supersampling, never the one-pixel-per-CSS-pixel base image.
const budgetDpr = Math.sqrt(preset.supersamplePixels / cssPixels);
return Math.max(1, Math.min(window.devicePixelRatio || 1, preset.dpr, budgetDpr));
};
const resolveBloomSize = (size: readonly [number, number], qualityLevel = 0): [number, number] => {
const bloomScale = BLOOM_SCALES[qualityLevel] ?? BLOOM_SCALES[0];
return [Math.max(1, Math.round(size[0] * bloomScale)), Math.max(1, Math.round(size[1] * bloomScale))];
};
const createRenderGraph = (
gpu: Awaited<ReturnType<typeof init>>,
outputSize: readonly [number, number],
bloomSize: readonly [number, number] = resolveBloomSize(outputSize)
) => {
const viewParams = uniforms(gpu, {
viewport: [1, 0.0132, 1, 0],
shape: [1, 1, 0.36, 0],
effects: [1, 2, 1, 1.12],
composition: [0, 0, 0, 1],
transport: [0, 0, 0, 0],
formation: [1, 0, 0, 0],
gather: [0, 0, 0, 0],
pointer: [0, 0, 0.54, 0],
shock: [0, 0, 4, 0],
shockB: [0, 0, 0, 0],
shockC: [0, 0, 0, 0],
shockD: [0, 0, 0, 0],
material: [0.46, MATERIALS.pearl, 0.92, 0.54],
light: [-0.321, 0.49, 0.845, 0],
environment: [0, 0, 0, 0],
baseColor: [137 / 255, 106 / 255, 189 / 255, 1],
highlightColor: mixColor([168 / 255, 85 / 255, 247 / 255, 1], [1, 1, 1, 1], MATERIAL_PRESETS.pearl.highlightMix),
accentColor: [168 / 255, 85 / 255, 247 / 255, 1]
});
const postParams = uniforms(gpu, {
viewport: [outputSize[0], outputSize[1], 1 / outputSize[0], 1 / outputSize[1]],
bloomInfo: [1 / bloomSize[0], 1 / bloomSize[1], 0.2, 0.12],
finishing: [0.5, 0.05, 0.0075, 0],
background: [0.071, 0.059, 0.09, 1],
temporal: [0, 0, 0, 0],
tint: [137 / 255, 106 / 255, 189 / 255, 1]
});
const shardDraw = draw(gpu, {
shader: SHARD_SHADER,
vertices: 6,
blend: 'premultiplied',
cull: 'none',
depth: false,
label: 'aero-shards-procedural'
});
shardDraw.set({ view: viewParams });
const sceneTarget = target(gpu, {
size: outputSize,
format: 'rgba8unorm',
label: 'aero-shards-scene'
});
const bloomTarget = target(gpu, {
size: bloomSize,
format: 'rgba16float',
label: 'aero-shards-bloom'
});
const bloomScratchTarget = target(gpu, {
size: bloomSize,
format: 'rgba16float',
label: 'aero-shards-bloom-scratch'
});
const linearSampler = sampler(gpu, {
minFilter: 'linear',
magFilter: 'linear',
addressModeU: 'clamp-to-edge',
addressModeV: 'clamp-to-edge'
});
const bloomEffect = effect(gpu, BLOOM_SHADER, {
label: 'aero-shards-bloom-prefilter',
set: {
sceneTexture: sceneTarget,
sceneSampler: linearSampler,
post: postParams
}
});
const blurParamsX = uniforms(gpu, { direction: [1 / bloomSize[0], 0, 0, 0] });
const blurParamsY = uniforms(gpu, { direction: [0, 1 / bloomSize[1], 0, 0] });
const bloomBlurX = effect(gpu, BLOOM_BLUR_SHADER, {
label: 'aero-shards-bloom-horizontal',
set: { bloomTexture: bloomTarget, linearSampler, blur: blurParamsX }
});
const bloomBlurY = effect(gpu, BLOOM_BLUR_SHADER, {
label: 'aero-shards-bloom-vertical',
set: { bloomTexture: bloomScratchTarget, linearSampler, blur: blurParamsY }
});
const finishEffect = effect(gpu, FINISH_SHADER, {
label: 'aero-shards-finish',
set: {
sceneTexture: sceneTarget,
bloomTexture: bloomTarget,
linearSampler,
post: postParams
}
});
// Disabled effects retain only tiny placeholders, not full-resolution render targets.
const styleTarget = target(gpu, { size: [1, 1], format: 'rgba8unorm', label: 'aero-shards-style' });
const asciiTarget = target(gpu, { size: [1, 1], format: 'rgba8unorm', label: 'aero-shards-ascii-cells' });
const styleParams = uniforms(gpu, {
viewport: [outputSize[0], outputSize[1], 6, 10],
background: [0.071, 0.059, 0.09, 1],
mode: [0, 0, 0, 0]
});
const asciiEffect = effect(gpu, ASCII_CELL_SHADER, {
label: 'aero-shards-ascii-match',
set: { sourceTexture: sceneTarget, sourceSampler: linearSampler, style: styleParams }
});
const styleEffect = effect(gpu, STYLE_SHADER, {
label: 'aero-shards-style-resolve',
set: { sourceTexture: sceneTarget, sourceSampler: linearSampler, style: styleParams, asciiCells: asciiTarget }
});
return {
viewParams,
postParams,
shardDraw,
sceneTarget,
bloomTarget,
bloomScratchTarget,
bloomEffect,
blurParamsX,
blurParamsY,
bloomBlurX,
bloomBlurY,
finishEffect,
styleTarget,
asciiTarget,
styleParams,
asciiEffect,
styleEffect,
styleSignature: ''
};
};
const configureStyle = (
graph: ReturnType<typeof createRenderGraph>,
settings: AeroSettings,
outputSize: readonly [number, number],
cssSize: readonly [number, number]
) => {
const mode = settings.effect;
const signature = [mode, ...outputSize, ...cssSize, ...settings.background].join('|');
if (signature === graph.styleSignature) return;
graph.styleSignature = signature;
const cellWidth = ((mode === EFFECTS.ascii ? 3.6 : 1) * outputSize[0]) / Math.max(cssSize[0], 1);
const cellHeight = ((mode === EFFECTS.ascii ? 6 : 1) * outputSize[1]) / Math.max(cssSize[1], 1);
graph.styleTarget.resize(mode ? outputSize : [1, 1]);
graph.asciiTarget.resize(
mode === EFFECTS.ascii
? [Math.max(1, Math.ceil(outputSize[0] / cellWidth)), Math.max(1, Math.ceil(outputSize[1] / cellHeight))]
: [1, 1]
);
graph.styleParams.set({
viewport: [outputSize[0], outputSize[1], cellWidth, cellHeight],
background: settings.background,
mode: [mode, 0, 0, 0]
});
const source = mode ? graph.styleTarget : graph.sceneTarget;
graph.bloomEffect.set({ sceneTexture: source });
graph.finishEffect.set({ sceneTexture: source });
};
const prepareRenderGraph = async (graph: ReturnType<typeof createRenderGraph>, outputFormat: string) => {
await Promise.all([
graph.shardDraw.compile({ colors: [outputFormat] }),
graph.shardDraw.compile(graph.sceneTarget),
graph.bloomEffect.compile(graph.bloomTarget),
graph.bloomBlurX.compile(graph.bloomScratchTarget),
graph.bloomBlurY.compile(graph.bloomTarget),
graph.finishEffect.compile({ colors: [outputFormat] }),
graph.asciiEffect.compile(graph.asciiTarget),
graph.styleEffect.compile(graph.styleTarget)
]);
};
export default function AeroShards({
backgroundColor = '#120F17',
shardColor = '#896ABD',
accentColor = '#A855F7',
placement = 'full',
flow = 'stream',
material = 'pearl',
detail = 'balanced',
effect = 'none',
scale = 1,
spread = 1,
depth = 1,
speed = 1,
spin = 1,
interaction = 'repel',
density = 1.5,
shardSize = 1.1,
stretch = 1,
turbulence = 1,
glow = 1,
edgeSoftness = 2,
bloom = 0.5,
grain = 0.05,
chromaticAberration = 0.0075,
transitionDuration = 1,
interactionRadius = 1.5,
interactionStrength = 0.5,
rippleIntensity = 1,
holdToGather = true,
paused = false,
className = '',
onError
}: AeroShardsProps) {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const onErrorRef = useRef<AeroShardsProps['onError']>(onError);
const settingsRef = useRef<AeroSettings | null>(null);
const wakeRef = useRef<() => void>(() => {});
const pointerRef = useRef<PointerState>({
raw: [0.5, 0.5],
position: [0.5, 0.5],
velocity: [0, 0],
active: 0,
presence: 0,
presenceVelocity: 0,
initialized: false
});
const ripplesRef = useRef<RippleState[]>(createRipples());
const holdRef = useRef(createHold());
const [ready, setReady] = useState(false);
const resolvedMaterial = MATERIAL_PRESETS[material] || MATERIAL_PRESETS.pearl;
const resolvedDetail = DETAIL_PRESETS[detail] || DETAIL_PRESETS.balanced;
const resolvedEffect = EFFECTS[effect] ?? EFFECTS.none;
// Stylized marks need enough screen area to resolve; preserve roughly the same field coverage.
const effectDetail = resolvedEffect === EFFECTS.none ? 1 : 0.4;
const effectSize = resolvedEffect === EFFECTS.none ? 1 : 1.75;
const resolvedScale = clamp(scale, 0.5, 2.5);
const resolvedBackground = parseColor(backgroundColor, '#120F17');
const resolvedShardColor = parseColor(shardColor, '#896ABD');
const resolvedAccentColor = parseColor(accentColor, '#A855F7');
const resolvedSpread = clamp(spread, 0.15, 1.1);
const resolvedDepth = clamp(depth, 0, 1.25);
const resolvedSpeed = clamp(speed, 0, 2);
const resolvedSpin = clamp(spin, 0, 2);
const resolvedInteraction = INTERACTIONS[interaction] ?? INTERACTIONS.repel;
const resolvedDensity = clamp(density, 0.5, 1.5);
const resolvedShardSize = clamp(shardSize, 0.5, 1.5);
const resolvedStretch = clamp(stretch, 0.6, 1.8);
const resolvedTurbulence = clamp(turbulence, 0, 2);
const resolvedGlow = clamp(glow, 0, 2);
const resolvedEdgeSoftness = clamp(edgeSoftness, 0, 2);
const resolvedBloom = clamp(bloom, 0, 3);
const resolvedGrain = clamp(grain, 0, 0.12);
const resolvedChromaticAberration = clamp(chromaticAberration, 0, 0.01);
const resolvedTransitionDuration = clamp(transitionDuration, 0.2, 2);
const resolvedInteractionRadius = clamp(interactionRadius, 0.5, 2);
const resolvedInteractionStrength = clamp(interactionStrength, 0, 2);
const backgroundLuma =
resolvedBackground[0] * 0.2126 + resolvedBackground[1] * 0.7152 + resolvedBackground[2] * 0.0722;
const lightBackground = clamp((backgroundLuma - 0.58) / 0.24, 0, 1);
const lightSurface = lightBackground * lightBackground * (3 - 2 * lightBackground);
settingsRef.current = {
background: resolvedBackground,
shard: resolvedShardColor,
highlight: mixColor(resolvedAccentColor, [1, 1, 1, 1], resolvedMaterial.highlightMix),
accent: resolvedAccentColor,
composition: PLACEMENTS[placement] ?? PLACEMENTS.full,
flow: FLOWS[flow] ?? FLOWS.stream,
material: MATERIALS[material] ?? MATERIALS.pearl,
effect: resolvedEffect,
detailCount: resolvedDetail.count * resolvedDensity * effectDetail,
shardSize: resolvedDetail.size * resolvedShardSize * effectSize,
scale: resolvedScale,
stretch: resolvedStretch * (1 + Math.min(resolvedSpeed * 0.34, 1.2) * 0.1),
speed: resolvedSpeed,
spin: resolvedSpin,
turbulence: 0.36 * resolvedTurbulence,
spread: resolvedSpread,
depth: resolvedDepth,
roughness: resolvedMaterial.roughness,
brightness: resolvedMaterial.brightness,
glow: resolvedMaterial.glow * resolvedGlow,
edgeSoftness: resolvedEdgeSoftness,
bloom: resolvedBloom,
grain: resolvedGrain,
// Keep RGB separation below the scale of the glyph strokes and dither screen.
chromaticAberration: resolvedChromaticAberration * (resolvedEffect === EFFECTS.none ? 1 : 0.2),
exposure: 1.12 + (0.96 - 1.12) * lightSurface,
lightSurface,
transitionDuration: resolvedTransitionDuration,
interaction: resolvedInteraction,
interactionRadius: (interaction === 'attract' ? 0.27 : 0.18) * resolvedInteractionRadius,
interactionStrength: resolvedInteractionStrength,
rippleIntensity: clamp(rippleIntensity, 0, 2),
holdToGather,
paused,
signature: [
backgroundColor,
shardColor,
accentColor,
placement,
flow,
material,
detail,
effect,
resolvedScale,
resolvedSpread,
resolvedDepth,
resolvedSpeed,
resolvedSpin,
interaction,
resolvedDensity,
resolvedShardSize,
resolvedStretch,
resolvedTurbulence,
resolvedGlow,
resolvedEdgeSoftness,
resolvedBloom,
resolvedGrain,
resolvedChromaticAberration,
resolvedTransitionDuration,
resolvedInteractionRadius,
resolvedInteractionStrength,
rippleIntensity,
holdToGather,
paused
].join('|')
};
const settingsSignature = settingsRef.current.signature;
onErrorRef.current = onError;
useEffect(() => {
wakeRef.current();
}, [settingsSignature]);
useEffect(() => {
const canvas = canvasRef.current;
const root = rootRef.current;
if (!canvas || !root) return;
resetPointerMotion(pointerRef.current);
ripplesRef.current = createRipples();
holdRef.current = createHold();
let disposed = false;
let runtimeFailed = false;
let gpu: Awaited<ReturnType<typeof init>> | undefined;
let animationFrameId = 0;
let timeoutId = 0;
let unsubscribeResize: (() => void) | undefined;
let unsubscribeGpuError: (() => void) | undefined;
let visibilityObserver: IntersectionObserver | undefined;
let resizeObserver: ResizeObserver | undefined;
let visible = true;
let visibilityRatio = 1;
let needsRender = true;
let interactionDeadline = 0;
let settlingDeadline = 0;
let bounds = root.getBoundingClientRect();
let boundsDirty = false;
let resumePending = true;
let wakeRenderer = () => {
needsRender = true;
};
const reduceMotion = window.matchMedia('(prefers-reduced-motion: reduce)');
const reportFailure = (error: unknown) => {
if (disposed || runtimeFailed) return;
runtimeFailed = true;
if (animationFrameId) cancelAnimationFrame(animationFrameId);
if (timeoutId) window.clearTimeout(timeoutId);
resizeObserver?.disconnect();
visibilityObserver?.disconnect();
unsubscribeResize?.();
unsubscribeGpuError?.();
const failedGpu = gpu;
gpu = undefined;
failedGpu?.dispose();
const resolved = error instanceof Error ? error : new Error(String(error));
onErrorRef.current?.(resolved);
};
const updateBounds = () => {
bounds = root.getBoundingClientRect();
boundsDirty = false;
};
const pointFromClient = (clientX: number, clientY: number): [number, number] | null => {
if (boundsDirty) updateBounds();
if (bounds.width <= 0 || bounds.height <= 0) return null;
const x = (clientX - bounds.left) / bounds.width;
const y = (clientY - bounds.top) / bounds.height;
if (x < 0 || x > 1 || y < 0 || y > 1) return null;
return [x, y];
};
const updatePointerTarget = (next: [number, number]) => {
const pointer = pointerRef.current;
if (!pointer.initialized || (!pointer.active && pointer.presence === 0)) {
pointer.raw = [...next] as [number, number];
pointer.position = [...next] as [number, number];
pointer.presence = 0;
resetPointerMotion(pointer);
pointer.initialized = true;
} else {
pointer.raw[0] = next[0];
pointer.raw[1] = next[1];
}
pointer.active = 1;
};
const deactivatePointer = () => {
pointerRef.current.active = 0;
holdRef.current.pointerId = null;
const now = performance.now();
interactionDeadline = now + 140;
settlingDeadline = now + 680;
wakeRenderer();
};
const handlePointerMove = (event: PointerEvent) => {
const settings = settingsRef.current!;
if (!event.isPrimary || !visible || settings.interaction === INTERACTIONS.none) return;
const next = pointFromClient(event.clientX, event.clientY);
if (!next) {
const pointer = pointerRef.current;
if (pointer.active || pointer.presence > 0) deactivatePointer();
return;
}
updatePointerTarget(next);
const now = performance.now();
interactionDeadline = now + 140;
settlingDeadline = now + 680;
wakeRenderer();
};
const handlePointerDown = (event: PointerEvent) => {
const settings = settingsRef.current!;
if (!event.isPrimary || event.button !== 0 || !visible || settings.interaction === INTERACTIONS.none) return;
// Never hijack links, form controls, or editable content layered above a background.
if (
event.target instanceof Element &&
event.target.closest('a, button, input, textarea, select, [role="button"], [contenteditable="true"]')
)
return;
const next = pointFromClient(event.clientX, event.clientY);
if (!next) return;
if (!settings.paused && !reduceMotion.matches && settings.speed > 0.0001) {
startRipple(ripplesRef.current, next, bounds.width / Math.max(bounds.height, 1));
if (settings.holdToGather) {
holdRef.current.pointerId = event.pointerId;
holdRef.current.elapsed = 0;
}
}
updatePointerTarget(next);
const now = performance.now();
interactionDeadline = now + 220;
settlingDeadline = now + 800;
wakeRenderer();
};
const handlePointerEnd = (event: PointerEvent) => {
const hold = holdRef.current;
if (hold.pointerId === event.pointerId) {
hold.pointerId = null;
const settings = settingsRef.current!;
if (
hold.amount > 0.1 &&
!settings.paused &&
!reduceMotion.matches &&
settings.interaction !== INTERACTIONS.none
) {
startRipple(
ripplesRef.current,
pointerRef.current.raw,
bounds.width / Math.max(bounds.height, 1),
1 + hold.amount * 0.8
);
}
wakeRenderer();
}
if (event.pointerType !== 'mouse') deactivatePointer();
};
const markBoundsDirty = () => {
boundsDirty = true;
};
const handleVisibilityChange = () => {
resumePending = true;
holdRef.current.pointerId = null;
resetPointerMotion(pointerRef.current);
wakeRenderer();
};
window.addEventListener('pointermove', handlePointerMove, { passive: true });
window.addEventListener('pointerdown', handlePointerDown, { passive: true });
window.addEventListener('pointerup', handlePointerEnd, { passive: true });
window.addEventListener('pointercancel', deactivatePointer, { passive: true });
window.addEventListener('blur', deactivatePointer);
window.addEventListener('scroll', markBoundsDirty, { passive: true, capture: true });
document.addEventListener('visibilitychange', handleVisibilityChange);
window.addEventListener('focus', handleVisibilityChange);
reduceMotion.addEventListener('change', handleVisibilityChange);
visibilityObserver = new IntersectionObserver(
entries => {
const entry = entries[0];
visibilityRatio = entry?.intersectionRatio ?? 1;
visible = entry ? entry.isIntersecting && visibilityRatio >= 0.02 : true;
if (visible) {
resumePending = true;
} else {
interactionDeadline = 0;
settlingDeadline = 0;
const pointer = pointerRef.current;
pointer.active = 0;
pointer.presence = 0;
holdRef.current.pointerId = null;
resetPointerMotion(pointer);
}
wakeRenderer();
},
{ threshold: [0, 0.02, 0.25] }
);
visibilityObserver.observe(root);
void (async () => {
try {
setReady(false);
const resolvedQuality = resolveQuality(canvas);
const preset = QUALITY_PRESETS[resolvedQuality] || QUALITY_PRESETS.medium;
gpu = await init({ powerPreference: 'low-power' });
if (disposed) return gpu.dispose();
unsubscribeGpuError = gpu.onError(reportFailure);
const outputFormat = (
navigator as Navigator & { gpu: { getPreferredCanvasFormat(): string } }
).gpu.getPreferredCanvasFormat();
const output = surface(gpu, canvas, {
dpr: resolveDpr(preset, canvas),
autoResize: false,
format: outputFormat
});
const graph = createRenderGraph(gpu, output.size, resolveBloomSize([canvas.clientWidth, canvas.clientHeight]));
await prepareRenderGraph(graph, outputFormat);
if (disposed) return;
let lastSettingsSignature = '';
let previousRenderTimestamp = 0;
let lastPresentationTimestamp = 0;
let nextPresentationTimestamp = 0;
let flowDistance = 0;
let travelPhase = 0;
let grainTime = 0;
let firstFrame = true;
const placementMotion = createFormation(settingsRef.current!.composition);
let layoutWeights = placementMotion.weights;
let layoutTransitioning = false;
const formation = createFormation(settingsRef.current!.flow);
let renderScale = settingsRef.current!.scale;
let runtimeQualityLevel = 0;
let appliedBloomLevel = 0;
let pendingBloomResize = false;
let pressureStartedAt = 0;
let stableStartedAt = performance.now();
let lastQualityChange = 0;
let encodeAverage = 0;
let renderTimestamp = 0;
let previousRafTimestamp = 0;
let refreshInterval = 1000 / 60;
const refreshSamples = new Float32Array(30);
let refreshSampleCount = 0;
let refreshSampleIndex = 0;
const resolveFrameState = (now: number): FrameState => {
const pointer = pointerRef.current;
const pointerTransitioning = Math.abs(pointer.presence - pointer.active) > 0.004;
if (
now < interactionDeadline ||
pointerTransitioning ||
ripplesRef.current.some(ripple => ripple.strength > 0) ||
layoutTransitioning ||
holdRef.current.pointerId !== null ||
holdRef.current.amount > 0 ||
formation.weights[settingsRef.current!.flow] < 1 ||
Math.abs(settingsRef.current!.scale - renderScale) > 0.001
) {
return FRAME_STATES.interactive;
}
if (now < settlingDeadline) return FRAME_STATES.settling;
if (visibilityRatio < 0.25) return FRAME_STATES.partial;
return FRAME_STATES.ambient;
};
const resizePostTargets = (qualityLevel = appliedBloomLevel) => {
const width = Math.max(1, output.size[0]);
const height = Math.max(1, output.size[1]);
const bloomSize = resolveBloomSize([canvas.clientWidth, canvas.clientHeight], qualityLevel);
graph.sceneTarget.resize([width, height]);
graph.bloomTarget.resize(bloomSize);
graph.bloomScratchTarget.resize(bloomSize);
graph.blurParamsX.set({ direction: [1 / bloomSize[0], 0, 0, 0] });
graph.blurParamsY.set({ direction: [0, 1 / bloomSize[1], 0, 0] });
graph.postParams.set({
viewport: [width, height, 1 / width, 1 / height],
bloomInfo: [1 / bloomSize[0], 1 / bloomSize[1], 0.2, 0.12]
});
};
const resizeOutput = () => {
updateBounds();
const dpr = resolveDpr(preset, canvas);
const nextSize: [number, number] = [
Math.max(1, Math.round(canvas.clientWidth * dpr)),
Math.max(1, Math.round(canvas.clientHeight * dpr))
];
if (nextSize[0] !== output.size[0] || nextSize[1] !== output.size[1]) output.resize(nextSize);
resizePostTargets();
};
unsubscribeResize = output.onResize(() => {
resizePostTargets();
needsRender = true;
wakeRenderer();
});
resizeObserver = new ResizeObserver(() => {
resizeOutput();
wakeRenderer();
});
resizeObserver.observe(canvas);
const setRuntimeQuality = (nextLevel: number, now: number, frameState: FrameState) => {
const clampedLevel = Math.max(0, Math.min(RUNTIME_QUALITY.length - 1, nextLevel));
if (clampedLevel === runtimeQualityLevel) return;
runtimeQualityLevel = clampedLevel;
pressureStartedAt = 0;
stableStartedAt = now;
lastQualityChange = now;
if (frameState === FRAME_STATES.interactive || frameState === FRAME_STATES.settling) {
pendingBloomResize = true;
} else {
appliedBloomLevel = runtimeQualityLevel;
pendingBloomResize = false;
resizePostTargets();
}
};
const renderFrame = (currentFrame: Frame) => {
const settings = settingsRef.current!;
const frozen = settings.paused || reduceMotion.matches || settings.speed <= 0.0001;
const elapsed =
resumePending || !previousRenderTimestamp
? 0
: Math.min(0.05, Math.max(0, (renderTimestamp - previousRenderTimestamp) / 1000));
resumePending = false;
previousRenderTimestamp = renderTimestamp;
lastSettingsSignature = settings.signature;
needsRender = false;
if (!frozen) {
flowDistance += elapsed * settings.speed * 0.34;
grainTime += elapsed;
}
if (frozen) {
renderScale = settings.scale;
} else {
renderScale += (settings.scale - renderScale) * (1 - Math.exp(-elapsed * 12));
}
advanceFormation(placementMotion, settings.composition, elapsed, settings.transitionDuration, frozen);
layoutWeights = placementMotion.weights;
layoutTransitioning = layoutWeights[settings.composition] !== 1;
if (!frozen) {
const travelAspect = output.size[0] / Math.max(output.size[1], 1);
travelPhase =
(travelPhase + (elapsed * settings.speed * 0.34) / resolvePathLength(travelAspect, layoutWeights)) % 1;
}
const pointer = pointerRef.current;
advanceFormation(formation, settings.flow, elapsed, settings.transitionDuration, frozen);
advanceHold(
holdRef.current,
elapsed,
frozen || !settings.holdToGather || settings.interaction === INTERACTIONS.none
);
if (settings.interaction === INTERACTIONS.none) {
pointer.active = 0;
pointer.presence = 0;
resetPointerMotion(pointer);
} else if (frozen) {
pointer.position = [...pointer.raw] as [number, number];
pointer.presence = pointer.active;
resetPointerMotion(pointer);
} else if (pointer.initialized) {
advancePointer(pointer, elapsed);
}
advanceRipples(ripplesRef.current, elapsed, frozen || settings.interaction === INTERACTIONS.none);
const runtimeQuality = RUNTIME_QUALITY[runtimeQualityLevel];
const activeCount = Math.max(
700,
Math.round(preset.count * settings.detailCount * runtimeQuality.countScale)
);
const densityCompensation = Math.pow(1 / runtimeQuality.countScale, 0.2);
const shardWorldSize = 0.0125 * settings.shardSize * densityCompensation;
const aspect = output.size[0] / Math.max(output.size[1], 1);
const lightPresence = settings.interaction === INTERACTIONS.none ? 0 : pointer.presence;
const pointerShiftX = (pointer.position[0] - 0.5) * 0.38 * lightPresence;
const pointerShiftY = (pointer.position[1] - 0.5) * -0.24 * lightPresence;
const lightX = -0.38 + pointerShiftX;
const lightY = 0.58 + pointerShiftY;
const lightLength = Math.hypot(lightX, lightY, 1);
const interactionSign = settings.interaction === INTERACTIONS.attract ? 1 : -1;
const interactionPresence =
settings.interaction === INTERACTIONS.none
? 0
: pointer.presence * settings.interactionStrength * interactionSign * (1 - holdRef.current.amount);
const pointerWorldX = ((pointer.position[0] * 2 - 1) * aspect) / renderScale;
const pointerWorldY = (1 - pointer.position[1] * 2) / renderScale;
const inverseScale = 1 / renderScale;
const rippleUniforms = ripplesRef.current.map(ripple => [
(ripple.origin[0] * 2 - 1) * aspect * inverseScale,
(1 - ripple.origin[1] * 2) * inverseScale,
ripple.age,
ripple.strength * settings.interactionStrength * settings.rippleIntensity * inverseScale
]);
graph.viewParams.set({
viewport: [aspect, shardWorldSize, renderScale, flowDistance],
shape: [settings.spread, settings.depth, settings.turbulence, pointerShiftY],
effects: [settings.spin, settings.edgeSoftness, settings.stretch, settings.exposure],
composition: layoutWeights,
transport: [travelPhase, Math.min(1, (1 - Math.max(...layoutWeights)) * 12), 0, 0],
formation: formation.weights,
gather: [pointerWorldX, pointerWorldY, holdRef.current.amount, holdRef.current.phase],
pointer: [
pointerWorldX,
pointerWorldY,
settings.interactionRadius * 2 * inverseScale,
interactionPresence * inverseScale
],
shock: rippleUniforms[0],
shockB: rippleUniforms[1],
shockC: rippleUniforms[2],
shockD: rippleUniforms[3],
material: [settings.roughness, settings.material, settings.brightness, settings.glow],
light: [lightX / lightLength, lightY / lightLength, 1 / lightLength, pointerShiftX],
environment: [settings.lightSurface, 0, 0, 0],
baseColor: settings.shard,
highlightColor: settings.highlight,
accentColor: settings.accent
});
graph.postParams.set({
finishing: [settings.bloom, settings.grain, settings.chromaticAberration, settings.lightSurface],
background: settings.background,
tint: mixColor(settings.shard, settings.accent, 0.4),
temporal: [grainTime, 0, 0, 0]
});
configureStyle(graph, settings, output.size, [canvas.clientWidth, canvas.clientHeight]);
const postEnabled =
settings.effect !== EFFECTS.none ||
settings.bloom > 0.0001 ||
settings.grain > 0.0001 ||
settings.chromaticAberration > 0.000001;
if (!postEnabled) {
currentFrame.pass({ target: output, clear: settings.background }, pass => {
pass.draw(graph.shardDraw, { instances: activeCount });
});
} else {
currentFrame.pass({ target: graph.sceneTarget, clear: settings.background }, pass => {
pass.draw(graph.shardDraw, { instances: activeCount });
});
if (settings.effect === EFFECTS.ascii) {
currentFrame.pass({ target: graph.asciiTarget, clear: [0, 0, 0, 0] }, pass => {
pass.draw(graph.asciiEffect);
});
}
if (settings.effect !== EFFECTS.none) {
currentFrame.pass({ target: graph.styleTarget, clear: settings.background }, pass => {
pass.draw(graph.styleEffect);
});
}
if (settings.bloom > 0.0001) {
currentFrame.pass({ target: graph.bloomTarget, clear: [0, 0, 0, 1] }, pass => {
pass.draw(graph.bloomEffect);
});
currentFrame.pass({ target: graph.bloomScratchTarget, clear: [0, 0, 0, 1] }, pass => {
pass.draw(graph.bloomBlurX);
});
currentFrame.pass({ target: graph.bloomTarget, clear: [0, 0, 0, 1] }, pass => {
pass.draw(graph.bloomBlurY);
});
}
currentFrame.pass({ target: output, clear: settings.background }, pass => {
pass.draw(graph.finishEffect);
});
}
if (firstFrame) {
firstFrame = false;
requestAnimationFrame(() => {
if (!disposed) setReady(true);
});
}
};
const scheduleRaf = () => {
if (disposed || runtimeFailed || animationFrameId || !visible || document.hidden) return;
animationFrameId = requestAnimationFrame(scheduleFrame);
};
const scheduleSleep = (targetTimestamp: number) => {
if (disposed || runtimeFailed || timeoutId || animationFrameId || !visible || document.hidden) return;
const delay = Math.max(0, targetTimestamp - performance.now() - 10);
timeoutId = window.setTimeout(() => {
timeoutId = 0;
scheduleRaf();
}, delay);
};
const scheduleFrame = (timestamp: number) => {
animationFrameId = 0;
if (disposed || runtimeFailed || !visible || document.hidden) return;
if (previousRafTimestamp) {
const refreshSample = timestamp - previousRafTimestamp;
if (refreshSample > 3 && refreshSample < 35) {
refreshSamples[refreshSampleIndex] = refreshSample;
refreshSampleIndex = (refreshSampleIndex + 1) % refreshSamples.length;
refreshSampleCount = Math.min(refreshSampleCount + 1, refreshSamples.length);
refreshInterval = refreshSamples[0];
for (let index = 1; index < refreshSampleCount; index += 1) {
refreshInterval = Math.min(refreshInterval, refreshSamples[index]);
}
}
}
previousRafTimestamp = timestamp;
const settings = settingsRef.current!;
const settingsChanged = settings.signature !== lastSettingsSignature;
const frozen = settings.paused || reduceMotion.matches || settings.speed <= 0.0001;
if (frozen && !firstFrame && !settingsChanged && !needsRender) return;
const forceFrame = firstFrame || settingsChanged || !lastPresentationTimestamp;
const frameState = resolveFrameState(performance.now());
const presentationInterval = resolveFrameInterval(frameState, refreshInterval);
const cadenceDeadline = lastPresentationTimestamp + presentationInterval;
const dueTimestamp = nextPresentationTimestamp
? Math.min(nextPresentationTimestamp, cadenceDeadline)
: cadenceDeadline;
if (!forceFrame && timestamp < dueTimestamp - 0.5) {
if (frameState.continuous) scheduleRaf();
else scheduleSleep(dueTimestamp);
return;
}
if (pendingBloomResize && frameState !== FRAME_STATES.interactive && frameState !== FRAME_STATES.settling) {
appliedBloomLevel = runtimeQualityLevel;
pendingBloomResize = false;
resizePostTargets();
}
const sincePresentation = lastPresentationTimestamp ? timestamp - lastPresentationTimestamp : Infinity;
renderTimestamp = timestamp;
const encodeStart = performance.now();
try {
frame(gpu!, renderFrame);
} catch (error) {
reportFailure(error);
return;
}
lastPresentationTimestamp = timestamp;
const monitorNow = performance.now();
const encodeDuration = monitorNow - encodeStart;
encodeAverage = encodeAverage ? encodeAverage * 0.9 + encodeDuration * 0.1 : encodeDuration;
const missedDeadline = Number.isFinite(sincePresentation) && sincePresentation > presentationInterval * 1.65;
const underPressure = encodeAverage > 4 || missedDeadline;
if (underPressure) {
if (!pressureStartedAt) pressureStartedAt = monitorNow;
} else {
pressureStartedAt = 0;
}
if (underPressure || frameState !== FRAME_STATES.ambient) stableStartedAt = monitorNow;
const sustainedPressure = pressureStartedAt > 0 && monitorNow - pressureStartedAt > 1800;
const qualityCooldownComplete = monitorNow - lastQualityChange > 2200;
if (runtimeQualityLevel < RUNTIME_QUALITY.length - 1 && qualityCooldownComplete && sustainedPressure) {
setRuntimeQuality(runtimeQualityLevel + 1, monitorNow, frameState);
} else if (
runtimeQualityLevel > 0 &&
frameState === FRAME_STATES.ambient &&
!underPressure &&
monitorNow - stableStartedAt > 15000 &&
monitorNow - lastQualityChange > 15000
) {
setRuntimeQuality(runtimeQualityLevel - 1, monitorNow, frameState);
}
const nextState = resolveFrameState(performance.now());
// Carry fractional RAF deadlines so 90/144 Hz displays still average 60 fps.
nextPresentationTimestamp = advanceFrameDeadline(
timestamp,
dueTimestamp,
resolveFrameInterval(nextState, refreshInterval),
forceFrame || nextState.continuous !== frameState.continuous
);
if (frozen) return;
if (nextState.continuous) scheduleRaf();
else scheduleSleep(nextPresentationTimestamp);
};
wakeRenderer = () => {
needsRender = true;
if (!animationFrameId) nextPresentationTimestamp = 0;
if (timeoutId) {
window.clearTimeout(timeoutId);
timeoutId = 0;
}
scheduleRaf();
};
wakeRef.current = wakeRenderer;
wakeRenderer();
} catch (error) {
reportFailure(error);
}
})();
return () => {
disposed = true;
window.removeEventListener('pointermove', handlePointerMove);
window.removeEventListener('pointerdown', handlePointerDown);
window.removeEventListener('pointerup', handlePointerEnd);
window.removeEventListener('pointercancel', deactivatePointer);
window.removeEventListener('blur', deactivatePointer);
window.removeEventListener('scroll', markBoundsDirty, true);
document.removeEventListener('visibilitychange', handleVisibilityChange);
window.removeEventListener('focus', handleVisibilityChange);
reduceMotion.removeEventListener('change', handleVisibilityChange);
visibilityObserver?.disconnect();
resizeObserver?.disconnect();
unsubscribeResize?.();
unsubscribeGpuError?.();
if (animationFrameId) cancelAnimationFrame(animationFrameId);
if (timeoutId) window.clearTimeout(timeoutId);
wakeRef.current = () => {};
gpu?.dispose();
};
}, []);
return (
<div
ref={rootRef}
className={`pointer-events-none relative isolate h-full w-full overflow-hidden ${className}`}
data-ready={ready}
style={{ backgroundColor }}
aria-hidden="true"
>
<canvas
ref={canvasRef}
className={`pointer-events-none absolute inset-0 block h-full w-full transition-opacity duration-[650ms] ease-[cubic-bezier(0.22,1,0.36,1)] motion-reduce:transition-none ${ready ? 'opacity-100' : 'opacity-0'}`}
/>
</div>
);
}