◆

MicroSlats

A wall of tiny slats that becomes a rolling sea in perspective, with glinting crests, four presets, a real fluid the cursor stirs and an intro that rolls in from the horizon.

Original docs ↗
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Installation

npx shadcn@latest add https://reactbits.dev/r/MicroSlats-TS-TW.json

Dependencies: ogl

Source

'use client';

import { useEffect, useMemo, useRef } from 'react';
import type { CSSProperties } from 'react';
import { Renderer, Program, Mesh, Triangle, RenderTarget, Texture } from 'ogl';

type SwellPreset = 'swell' | 'tide' | 'storm' | 'signal';
type Rgba = [number, number, number, number];

interface WaveValues {
  scale: number;
  speed: number;
  direction: number;
  chop: number;
  stretch: number;
  glint: number;
  contrast: number;
  perspective: number;
  fog: number;
}

export interface MicroSlatsProps extends Partial<WaveValues> {
  preset?: SwellPreset;
  color?: string;
  glintColor?: string;
  backgroundColor?: string;
  slatWidth?: number;
  slatHeight?: number;
  gap?: number;
  roundness?: number;
  interactive?: boolean;
  cursorStrength?: number;
  cursorSize?: number;
  swirl?: number;
  trail?: number;
  lean?: number;
  intro?: boolean;
  introDuration?: number;
  paused?: boolean;
  className?: string;
  style?: CSSProperties;
}

interface Settings extends WaveValues {
  color: Rgba;
  glintColor: Rgba;
  backgroundColor: Rgba;
  slatWidth: number;
  slatHeight: number;
  gap: number;
  roundness: number;
  interactive: boolean;
  cursorStrength: number;
  cursorSize: number;
  swirl: number;
  trail: number;
  lean: number;
  intro: boolean;
  introDuration: number;
  paused: boolean;
}

interface GridLayout {
  slatW: number;
  slatH: number;
  tilt: number;
  grid: number[];
  origin: number[];
}

interface Pair {
  read: RenderTarget;
  write: RenderTarget;
  swap: () => void;
}

interface Fluid {
  width: number;
  height: number;
  velocity: Pair;
  ink: Pair;
  pressure: Pair;
  divergence: RenderTarget;
  curl: RenderTarget;
}

type Splat = [number, number, number, number, number | null];

const SWELL_PRESETS: Record<SwellPreset, WaveValues> = {
  swell: {
    scale: 1.5,
    speed: 0.6,
    direction: 250,
    chop: 0.55,
    stretch: 0,
    glint: 0.7,
    contrast: 1.25,
    perspective: 0.55,
    fog: 0.55
  },
  tide: {
    scale: 1.3,
    speed: 0.5,
    direction: 262,
    chop: 0.2,
    stretch: 0.12,
    glint: 0.45,
    contrast: 1.1,
    perspective: 0.5,
    fog: 0.4
  },
  storm: {
    scale: 0.55,
    speed: 1.6,
    direction: 236,
    chop: 1,
    stretch: 0.3,
    glint: 1.3,
    contrast: 1.8,
    perspective: 0.8,
    fog: 0.35
  },
  signal: {
    scale: 0.85,
    speed: 1.2,
    direction: 180,
    chop: 0.6,
    stretch: 0.85,
    glint: 0.25,
    contrast: 1.2,
    perspective: 0,
    fog: 0
  }
};

const FLUID_SIZE = 96;
const PRESSURE_STEPS = 16;
const SPLAT_FORCE = 6900;
const SPLASH_JETS = 3;
const PIXEL_BUDGET = 4.5e6;

const clamp = (value: number, min: number, max: number) => Math.min(Math.max(value, min), max);

const parseColor = (value: string, fallback: Rgba): Rgba => {
  try {
    const ctx = document.createElement('canvas').getContext('2d');
    if (!ctx) return fallback;
    ctx.fillStyle = '#000000';
    ctx.fillStyle = value;
    const resolved = ctx.fillStyle;
    if (resolved.startsWith('#')) {
      const n = parseInt(resolved.slice(1), 16);
      return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255, 1];
    }
    const parts = resolved.match(/[\d.]+/g);
    if (!parts || parts.length < 3) return fallback;
    return [Number(parts[0]) / 255, Number(parts[1]) / 255, Number(parts[2]) / 255, parts[3] ? Number(parts[3]) : 1];
  } catch {
    return fallback;
  }
};

const passVertex = `#version 300 es
in vec2 position;
void main() {
  gl_Position = vec4(position, 0.0, 1.0);
}
`;

const fluidVertex = `#version 300 es
in vec2 position;
uniform vec2 uTexel;
out vec2 vUv;
out vec2 vL;
out vec2 vR;
out vec2 vT;
out vec2 vB;
void main() {
  vUv = position * 0.5 + 0.5;
  vL = vUv - vec2(uTexel.x, 0.0);
  vR = vUv + vec2(uTexel.x, 0.0);
  vT = vUv + vec2(0.0, uTexel.y);
  vB = vUv - vec2(0.0, uTexel.y);
  gl_Position = vec4(position, 0.0, 1.0);
}
`;

const fluidHead = `#version 300 es
precision highp float;
in vec2 vUv;
in vec2 vL;
in vec2 vR;
in vec2 vT;
in vec2 vB;
out vec4 fragColor;
`;

const splatFragment = `${fluidHead}
uniform sampler2D uTarget;
uniform float uAspect;
uniform vec2 uPoint;
uniform vec3 uValue;
uniform float uRadius;
void main() {
  vec2 offset = vUv - uPoint;
  offset.x *= uAspect;
  float falloff = exp(-dot(offset, offset) / uRadius);
  fragColor = vec4(texture(uTarget, vUv).xyz + uValue * falloff, 1.0);
}
`;

const curlFragment = `${fluidHead}
uniform sampler2D uVelocity;
void main() {
  float left = texture(uVelocity, vL).y;
  float right = texture(uVelocity, vR).y;
  float top = texture(uVelocity, vT).x;
  float bottom = texture(uVelocity, vB).x;
  fragColor = vec4(0.5 * (right - left - top + bottom), 0.0, 0.0, 1.0);
}
`;

const vorticityFragment = `${fluidHead}
uniform sampler2D uVelocity;
uniform sampler2D uCurl;
uniform float uSwirl;
uniform float uDt;
void main() {
  float left = texture(uCurl, vL).x;
  float right = texture(uCurl, vR).x;
  float top = texture(uCurl, vT).x;
  float bottom = texture(uCurl, vB).x;
  float middle = texture(uCurl, vUv).x;
  vec2 force = 0.5 * vec2(abs(top) - abs(bottom), abs(right) - abs(left));
  force = force / (length(force) + 0.0001) * uSwirl * middle;
  force.y = -force.y;
  vec2 velocity = texture(uVelocity, vUv).xy + force * uDt;
  fragColor = vec4(clamp(velocity, -1000.0, 1000.0), 0.0, 1.0);
}
`;

const divergenceFragment = `${fluidHead}
uniform sampler2D uVelocity;
void main() {
  vec2 middle = texture(uVelocity, vUv).xy;
  float left = vL.x < 0.0 ? -middle.x : texture(uVelocity, vL).x;
  float right = vR.x > 1.0 ? -middle.x : texture(uVelocity, vR).x;
  float top = vT.y > 1.0 ? -middle.y : texture(uVelocity, vT).y;
  float bottom = vB.y < 0.0 ? -middle.y : texture(uVelocity, vB).y;
  fragColor = vec4(0.5 * (right - left + top - bottom), 0.0, 0.0, 1.0);
}
`;

const pressureFragment = `${fluidHead}
uniform sampler2D uPressure;
uniform sampler2D uDivergence;
void main() {
  float left = texture(uPressure, vL).x;
  float right = texture(uPressure, vR).x;
  float top = texture(uPressure, vT).x;
  float bottom = texture(uPressure, vB).x;
  float divergence = texture(uDivergence, vUv).x;
  fragColor = vec4((left + right + top + bottom - divergence) * 0.25, 0.0, 0.0, 1.0);
}
`;

const projectFragment = `${fluidHead}
uniform sampler2D uPressure;
uniform sampler2D uVelocity;
void main() {
  float left = texture(uPressure, vL).x;
  float right = texture(uPressure, vR).x;
  float top = texture(uPressure, vT).x;
  float bottom = texture(uPressure, vB).x;
  vec2 velocity = texture(uVelocity, vUv).xy - vec2(right - left, top - bottom);
  fragColor = vec4(velocity, 0.0, 1.0);
}
`;

const advectFragment = `${fluidHead}
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 uTexel;
uniform float uDt;
uniform float uFade;
void main() {
  vec2 from = vUv - uDt * texture(uVelocity, vUv).xy * uTexel;
  fragColor = texture(uSource, from) / (1.0 + uFade * uDt);
}
`;

const scaleFragment = `${fluidHead}
uniform sampler2D uSource;
uniform float uValue;
void main() {
  fragColor = texture(uSource, vUv) * uValue;
}
`;

const fieldFragment = `#version 300 es
precision highp float;
uniform vec2 uSize;
uniform vec4 uGrid;
uniform vec2 uOrigin;
uniform vec2 uSlat;
uniform float uTime;
uniform float uScale;
uniform float uDirection;
uniform float uChop;
uniform float uStretch;
uniform float uGlint;
uniform float uContrast;
uniform float uPerspective;
uniform float uFog;
uniform float uIntro;
uniform sampler2D tVelocity;
uniform sampler2D tInk;
uniform vec2 uFluidTexel;
uniform float uFluid;
uniform float uInk;
uniform float uLean;
out vec4 fragColor;

const float TURN[4] = float[4](0.0, -0.95, 0.78, 1.62);
const float LENGTH[4] = float[4](2.6, 1.7, 1.12, 0.76);
const float HEIGHT[4] = float[4](1.0, 0.75, 0.5, 0.3);
const float SHIFT[4] = float[4](0.0, 2.3, 4.1, 1.1);

void main() {
  vec2 cell = floor(gl_FragCoord.xy);
  float row = uGrid.y - 1.0 - cell.y;
  vec2 center = uOrigin + vec2(cell.x, row) * uGrid.zw + uSlat * 0.5;
  float v = clamp(center.y / uSize.y, 0.0, 1.0);

  vec2 flow = vec2(0.0);
  float ink = 0.0;
  if (uFluid > 0.5) {
    vec2 fluidUv = clamp(vec2(center.x / uSize.x, 1.0 - center.y / uSize.y), 0.0, 1.0);
    flow = texture(tVelocity, fluidUv).xy * uFluidTexel * uSize;
    ink = texture(tInk, fluidUv).x;
  }

  float horizon = mix(8.0, 0.5, uPerspective);
  float depth = (1.0 + horizon) / (v + horizon);
  vec2 world = vec2((center.x - uSize.x * 0.5) / uSize.y * depth, (depth - 1.0) * horizon * 2.2);
  world -= flow * 0.00018 * depth;
  world /= max(uScale, 0.05);

  float meander = 0.55 * sin(dot(world, vec2(0.23, 0.41)) * 0.9 + uTime * 0.13)
    + 0.3 * sin(dot(world, vec2(-0.37, 0.19)) * 1.4 - uTime * 0.09);

  float steep = uChop * 0.45;
  float height = 0.0;
  float total = 0.0;
  for (int i = 0; i < 4; i++) {
    float angle = uDirection + TURN[i];
    vec2 heading = vec2(cos(angle), sin(angle));
    float k = 6.2831853 / LENGTH[i];
    float omega = sqrt(9.81 * k) * 0.35;
    float theta = k * dot(world, heading) - omega * uTime + SHIFT[i] + meander * (0.6 + 0.3 * float(i));
    height += HEIGHT[i] * (cos(theta) + steep * cos(2.0 * theta));
    total += HEIGHT[i] * (1.0 + steep);
  }
  float level = clamp(0.5 + 0.5 * height / (total * 0.85), 0.0, 1.0);
  float crest = smoothstep(0.6, 1.0, level);
  float glint = crest * crest * uGlint;

  float haze = mix(1.0, 1.0 - uFog, pow(1.0 - v, 1.4));
  float light = (pow(level, uContrast) + glint * 0.8) * haze;
  float glow = 1.0 - exp(-max(ink, 0.0) * uInk * 1.6);
  light = 1.0 - (1.0 - clamp(light, 0.0, 1.0)) * (1.0 - glow);

  float front = uIntro * 1.35;
  float reveal = 1.0 - smoothstep(front - 0.35, front, v);
  float sweep = exp(-pow((v - front + 0.22) / 0.07, 2.0)) * (1.0 - uIntro);
  light = (light + sweep * 0.8) * reveal;
  light = max(light, 0.045 * reveal);
  float span = mix(1.0 - uStretch, 1.0, level) + glow * 0.3;
  span = clamp(span, 0.08, 1.0) * mix(0.1, 1.0, reveal);
  float tint = clamp(max(glint * 1.4, glow * 0.9) + sweep, 0.0, 1.0);
  float lean = clamp(flow.x / 1400.0, -1.0, 1.0) * uLean * reveal;

  fragColor = vec4(clamp(light, 0.0, 1.0), span, tint, 0.5 + 0.5 * lean);
}
`;

const slatFragment = `#version 300 es
precision highp float;
uniform sampler2D tField;
uniform vec2 uSize;
uniform float uDpr;
uniform vec4 uGrid;
uniform vec2 uOrigin;
uniform vec2 uSlat;
uniform float uRound;
uniform float uTilt;
uniform vec3 uColor;
uniform vec3 uGlintColor;
uniform vec4 uBackground;
out vec4 fragColor;

float pill(vec2 p, vec2 b, float r) {
  vec2 q = abs(p) - b + r;
  return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r;
}

void main() {
  vec2 p = vec2(gl_FragCoord.x, uSize.y * uDpr - gl_FragCoord.y) / uDpr;
  vec2 local = p - uOrigin;
  vec2 cell = floor(local / uGrid.zw);
  vec4 background = vec4(uBackground.rgb * uBackground.a, uBackground.a);
  vec4 slat = vec4(0.0);
  int reach = uTilt > 0.0 ? 1 : 0;
  for (int dx = -1; dx <= 1; dx++) {
    if (abs(dx) > reach) continue;
    vec2 neighbour = cell + vec2(float(dx), 0.0);
    if (neighbour.x < 0.0 || neighbour.y < 0.0 || neighbour.x >= uGrid.x || neighbour.y >= uGrid.y) continue;
    vec4 field = texelFetch(tField, ivec2(int(neighbour.x), int(uGrid.y - 1.0 - neighbour.y)), 0);
    vec2 offset = local - neighbour * uGrid.zw - uSlat * 0.5;
    float angle = (field.a - 0.5) * 2.0 * uTilt;
    float c = cos(angle);
    float s = sin(angle);
    vec2 turned = vec2(c * offset.x + s * offset.y, c * offset.y - s * offset.x);
    vec2 halfSize = vec2(uSlat.x * 0.5, uSlat.y * 0.5 * field.g);
    float radius = uRound * min(halfSize.x, halfSize.y);
    float alpha = clamp(0.5 - pill(turned, halfSize, radius) * uDpr, 0.0, 1.0) * field.r;
    if (alpha > slat.a) slat = vec4(mix(uColor, uGlintColor, field.b) * alpha, alpha);
  }
  fragColor = slat + background * (1.0 - slat.a);
}
`;

const MicroSlats = ({
  preset = 'swell',
  color = '#A855F7',
  glintColor = '#ffffff',
  backgroundColor = '#000000',
  slatWidth = 10,
  slatHeight = 25,
  gap = 3,
  roundness = 0.75,
  scale,
  speed,
  direction,
  chop,
  stretch,
  glint,
  contrast,
  perspective,
  fog,
  interactive = true,
  cursorStrength = 1,
  cursorSize = 40,
  swirl = 0,
  trail = 1.4,
  lean = 0,
  intro = true,
  introDuration = 1.5,
  paused = false,
  className = '',
  style
}: MicroSlatsProps) => {
  const containerRef = useRef<HTMLDivElement>(null);
  const settingsRef = useRef<Settings | null>(null);
  const wakeRef = useRef<(() => void) | null>(null);

  const base = SWELL_PRESETS[preset] || SWELL_PRESETS.swell;
  const pick = <K extends keyof WaveValues>(value: WaveValues[K] | undefined, key: K): WaveValues[K] =>
    value === undefined || value === null ? base[key] : value;

  const colors = useMemo(
    () => ({
      color: parseColor(color, [0.66, 0.33, 0.97, 1]),
      glintColor: parseColor(glintColor, [1, 1, 1, 1]),
      backgroundColor: parseColor(backgroundColor, [0, 0, 0, 1])
    }),
    [color, glintColor, backgroundColor]
  );

  useEffect(() => {
    settingsRef.current = {
      ...colors,
      slatWidth,
      slatHeight,
      gap,
      roundness,
      scale: pick(scale, 'scale'),
      speed: pick(speed, 'speed'),
      direction: pick(direction, 'direction'),
      chop: pick(chop, 'chop'),
      stretch: pick(stretch, 'stretch'),
      glint: pick(glint, 'glint'),
      contrast: pick(contrast, 'contrast'),
      perspective: pick(perspective, 'perspective'),
      fog: pick(fog, 'fog'),
      interactive,
      cursorStrength,
      cursorSize,
      swirl,
      trail,
      lean,
      intro,
      introDuration,
      paused
    };
    wakeRef.current?.();
  });

  useEffect(() => {
    const container = containerRef.current;
    if (!container) return undefined;

    const renderer = new Renderer({ alpha: true, premultipliedAlpha: true, antialias: false, depth: false });
    const gl = renderer.gl;
    if (!renderer.isWebgl2) {
      gl.getExtension('WEBGL_lose_context')?.loseContext();
      return undefined;
    }
    gl.clearColor(0, 0, 0, 0);
    const canvas = gl.canvas;
    canvas.style.display = 'block';
    canvas.style.width = '100%';
    canvas.style.height = '100%';
    canvas.setAttribute('aria-hidden', 'true');
    container.appendChild(canvas);

    const geometry = new Triangle(gl);
    const blank = new Texture(gl);
    const floatTargets = !!(
      gl.getExtension('EXT_color_buffer_float') || gl.getExtension('EXT_color_buffer_half_float')
    );

    const dispose = (target: RenderTarget) => {
      gl.deleteFramebuffer(target.buffer);
      gl.deleteTexture(target.texture.texture);
    };

    let fieldTarget = new RenderTarget(gl, {
      width: 1,
      height: 1,
      depth: false,
      minFilter: gl.NEAREST,
      magFilter: gl.NEAREST
    });

    const fieldUniforms = {
      uSize: { value: [1, 1] },
      uGrid: { value: [1, 1, 1, 1] },
      uOrigin: { value: [0, 0] },
      uSlat: { value: [1, 1] },
      uTime: { value: 0 },
      uScale: { value: 1 },
      uDirection: { value: 0 },
      uChop: { value: 0.5 },
      uStretch: { value: 0.3 },
      uGlint: { value: 1 },
      uContrast: { value: 1 },
      uPerspective: { value: 0.7 },
      uFog: { value: 0.5 },
      uIntro: { value: 0 },
      tVelocity: { value: blank },
      tInk: { value: blank },
      uFluidTexel: { value: [1, 1] },
      uFluid: { value: 0 },
      uInk: { value: 1 },
      uLean: { value: 0.5 }
    };
    const fieldMesh = new Mesh(gl, {
      geometry,
      program: new Program(gl, {
        vertex: passVertex,
        fragment: fieldFragment,
        uniforms: fieldUniforms,
        depthTest: false,
        depthWrite: false
      })
    });

    const slatUniforms = {
      tField: { value: fieldTarget.texture },
      uSize: { value: [1, 1] },
      uDpr: { value: 1 },
      uGrid: { value: [1, 1, 1, 1] },
      uOrigin: { value: [0, 0] },
      uSlat: { value: [1, 1] },
      uRound: { value: 1 },
      uTilt: { value: 0 },
      uColor: { value: [1, 1, 1] },
      uGlintColor: { value: [1, 1, 1] },
      uBackground: { value: [0, 0, 0, 1] }
    };
    const slatMesh = new Mesh(gl, {
      geometry,
      program: new Program(gl, {
        vertex: passVertex,
        fragment: slatFragment,
        uniforms: slatUniforms,
        depthTest: false,
        depthWrite: false
      })
    });

    const fluidTexel = { value: [1, 1] };
    const fluidPass = (fragment: string, uniforms: Record<string, { value: unknown }>) =>
      new Mesh(gl, {
        geometry,
        program: new Program(gl, {
          vertex: fluidVertex,
          fragment,
          uniforms: { uTexel: fluidTexel, ...uniforms },
          depthTest: false,
          depthWrite: false
        })
      });
    const splatPass = fluidPass(splatFragment, {
      uTarget: { value: blank },
      uAspect: { value: 1 },
      uPoint: { value: [0, 0] },
      uValue: { value: [0, 0, 0] },
      uRadius: { value: 0.01 }
    });
    const curlPass = fluidPass(curlFragment, { uVelocity: { value: blank } });
    const vorticityPass = fluidPass(vorticityFragment, {
      uVelocity: { value: blank },
      uCurl: { value: blank },
      uSwirl: { value: 20 },
      uDt: { value: 0.016 }
    });
    const divergencePass = fluidPass(divergenceFragment, { uVelocity: { value: blank } });
    const pressurePass = fluidPass(pressureFragment, { uPressure: { value: blank }, uDivergence: { value: blank } });
    const projectPass = fluidPass(projectFragment, { uPressure: { value: blank }, uVelocity: { value: blank } });
    const advectPass = fluidPass(advectFragment, {
      uVelocity: { value: blank },
      uSource: { value: blank },
      uDt: { value: 0.016 },
      uFade: { value: 1 }
    });
    const scalePass = fluidPass(scaleFragment, { uSource: { value: blank }, uValue: { value: 0 } });

    const reducedMotion = window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false;

    let width = 1;
    let height = 1;
    let raf = 0;
    let last = performance.now();
    let time = 0;
    let introClock = 0;
    let visible = true;
    let alive = true;
    let fluid: Fluid | null = null;
    let fluidUntil = 0;
    let fluidDirty = false;
    let splashTurn = 0;
    const splats: Splat[] = [];
    const pointer = { x: 0, y: 0, tracked: false };

    const run = (mesh: Mesh, target?: RenderTarget) => renderer.render({ scene: mesh, target, clear: false });

    const floatTarget = (w: number, h: number) =>
      new RenderTarget(gl, {
        width: w,
        height: h,
        depth: false,
        type: (gl as unknown as WebGL2RenderingContext).HALF_FLOAT,
        format: gl.RGBA,
        internalFormat: (gl as unknown as WebGL2RenderingContext).RGBA16F,
        minFilter: gl.LINEAR,
        magFilter: gl.LINEAR
      });

    const swapPair = (w: number, h: number): Pair => ({
      read: floatTarget(w, h),
      write: floatTarget(w, h),
      swap() {
        const next = this.read;
        this.read = this.write;
        this.write = next;
      }
    });

    const disposeFluid = () => {
      if (!fluid) return;
      [fluid.velocity, fluid.ink, fluid.pressure].forEach(pair => {
        dispose(pair.read);
        dispose(pair.write);
      });
      dispose(fluid.divergence);
      dispose(fluid.curl);
      fluid = null;
    };

    const buildFluid = () => {
      if (!floatTargets) return;
      const aspect = width / height;
      const w = Math.max(8, Math.round(aspect >= 1 ? FLUID_SIZE * aspect : FLUID_SIZE));
      const h = Math.max(8, Math.round(aspect >= 1 ? FLUID_SIZE : FLUID_SIZE / aspect));
      if (fluid && fluid.width === w && fluid.height === h) return;
      disposeFluid();
      fluid = {
        width: w,
        height: h,
        velocity: swapPair(w, h),
        ink: swapPair(w, h),
        pressure: swapPair(w, h),
        divergence: floatTarget(w, h),
        curl: floatTarget(w, h)
      };
      fluidTexel.value = [1 / w, 1 / h];
    };

    const resize = () => {
      width = Math.max(1, container.clientWidth);
      height = Math.max(1, container.clientHeight);
      renderer.dpr = Math.min(window.devicePixelRatio || 1, 2, Math.sqrt(PIXEL_BUDGET / (width * height)));
      renderer.setSize(width, height);
      buildFluid();
      start();
    };

    const layout = (s: Settings): GridLayout => {
      const slatW = clamp(s.slatWidth, 1, 64);
      const slatH = clamp(s.slatHeight, 2, 240);
      const gapSize = clamp(s.gap, 0, 64);
      const pitchX = slatW + gapSize;
      const pitchY = slatH + gapSize;
      const cols = Math.min(2048, Math.ceil((width + gapSize) / pitchX) + 1);
      const rows = Math.min(2048, Math.ceil((height + gapSize) / pitchY) + 1);
      const originX = (width - (cols * pitchX - gapSize)) / 2;
      const originY = (height - (rows * pitchY - gapSize)) / 2;
      if (fieldTarget.width !== cols || fieldTarget.height !== rows) {
        dispose(fieldTarget);
        fieldTarget = new RenderTarget(gl, {
          width: cols,
          height: rows,
          depth: false,
          minFilter: gl.NEAREST,
          magFilter: gl.NEAREST
        });
        slatUniforms.tField.value = fieldTarget.texture;
      }
      const tilt = Math.min(0.42, Math.asin(clamp((pitchX * 1.5 - slatW * 0.5) / (slatH * 0.5), 0, 1)));
      return { slatW, slatH, tilt, grid: [cols, rows, pitchX, pitchY], origin: [originX, originY] };
    };

    const splat = (pair: Pair, point: number[], value: number[], radius: number) => {
      const u = splatPass.program.uniforms;
      u.uTarget.value = pair.read.texture;
      u.uAspect.value = width / height;
      u.uPoint.value = point;
      u.uValue.value = value;
      u.uRadius.value = radius;
      run(splatPass, pair.write);
      pair.swap();
    };

    const stepFluid = (f: Fluid, dt: number, s: Settings) => {
      if (s.swirl > 0) {
        curlPass.program.uniforms.uVelocity.value = f.velocity.read.texture;
        run(curlPass, f.curl);

        const vorticity = vorticityPass.program.uniforms;
        vorticity.uVelocity.value = f.velocity.read.texture;
        vorticity.uCurl.value = f.curl.texture;
        vorticity.uSwirl.value = clamp(s.swirl, 0, 2) * 40;
        vorticity.uDt.value = dt;
        run(vorticityPass, f.velocity.write);
        f.velocity.swap();
      }

      divergencePass.program.uniforms.uVelocity.value = f.velocity.read.texture;
      run(divergencePass, f.divergence);

      scalePass.program.uniforms.uSource.value = f.pressure.read.texture;
      scalePass.program.uniforms.uValue.value = 0.8;
      run(scalePass, f.pressure.write);
      f.pressure.swap();

      pressurePass.program.uniforms.uDivergence.value = f.divergence.texture;
      for (let i = 0; i < PRESSURE_STEPS; i++) {
        pressurePass.program.uniforms.uPressure.value = f.pressure.read.texture;
        run(pressurePass, f.pressure.write);
        f.pressure.swap();
      }

      projectPass.program.uniforms.uPressure.value = f.pressure.read.texture;
      projectPass.program.uniforms.uVelocity.value = f.velocity.read.texture;
      run(projectPass, f.velocity.write);
      f.velocity.swap();

      const fade = 1 / clamp(s.trail, 0.1, 10);
      const advect = advectPass.program.uniforms;
      advect.uDt.value = dt;
      advect.uVelocity.value = f.velocity.read.texture;
      advect.uSource.value = f.velocity.read.texture;
      advect.uFade.value = fade * 1.4;
      run(advectPass, f.velocity.write);
      f.velocity.swap();

      advect.uVelocity.value = f.velocity.read.texture;
      advect.uSource.value = f.ink.read.texture;
      advect.uFade.value = fade;
      run(advectPass, f.ink.write);
      f.ink.swap();
    };

    const clearFluid = (f: Fluid) => {
      scalePass.program.uniforms.uValue.value = 0;
      [f.velocity, f.ink, f.pressure].forEach(pair => {
        scalePass.program.uniforms.uSource.value = pair.read.texture;
        run(scalePass, pair.write);
        pair.swap();
      });
    };

    const frame = (now: number) => {
      raf = 0;
      if (!alive) return;
      const s = settingsRef.current;
      const dt = Math.min(0.05, Math.max(0, (now - last) / 1000));
      last = now;
      if (!s) return;

      if (!s.paused && !reducedMotion) time += dt * s.speed;
      introClock = s.intro && !reducedMotion ? introClock + dt / Math.max(0.2, s.introDuration) : 1;
      const introLinear = Math.min(introClock, 1);
      const introEase =
        introLinear < 0.5 ? 4 * introLinear * introLinear * introLinear : 1 - Math.pow(-2 * introLinear + 2, 3) / 2;

      if (fluid && splats.length) {
        const radius = Math.pow(clamp(s.cursorSize, 4, 600) / height, 2) * 0.35;
        const aspect = width / height;
        for (const [u, v, du, dv, turn] of splats) {
          if (turn === null) {
            splat(fluid.velocity, [u, v], [du * SPLAT_FORCE, dv * SPLAT_FORCE, 0], radius);
            splat(fluid.ink, [u, v], [0.13, 0, 0], radius);
            continue;
          }
          const jet = radius * 0.55;
          const reach = Math.sqrt(jet * 0.5) * 1.9;
          const push = SPLAT_FORCE * 0.08;
          for (let i = 0; i < SPLASH_JETS; i++) {
            const angle = turn + (i / SPLASH_JETS) * Math.PI * 2;
            const dx = Math.cos(angle);
            const dy = Math.sin(angle);
            const point = [u + (dx * reach) / aspect, v + dy * reach];
            const spin = [(dx - dy) * Math.SQRT1_2 * push, (dy + dx) * Math.SQRT1_2 * push, 0];
            splat(fluid.velocity, point, spin, jet);
            splat(fluid.ink, point, [0.75, 0, 0], jet);
          }
          splat(fluid.ink, [u, v], [0.45, 0, 0], radius);
        }
        splats.length = 0;
        fluidDirty = true;
      }
      const fluidActive = fluid !== null && now < fluidUntil;
      if (fluid) {
        if (fluidActive) stepFluid(fluid, Math.min(Math.max(dt, 1 / 240), 1 / 30), s);
        else if (fluidDirty) {
          clearFluid(fluid);
          fluidDirty = false;
        }
      }

      const grid = layout(s);

      fieldUniforms.uSize.value = [width, height];
      fieldUniforms.uGrid.value = grid.grid;
      fieldUniforms.uOrigin.value = grid.origin;
      fieldUniforms.uSlat.value = [grid.slatW, grid.slatH];
      fieldUniforms.uTime.value = time;
      fieldUniforms.uScale.value = s.scale;
      fieldUniforms.uDirection.value = (s.direction * Math.PI) / 180;
      fieldUniforms.uChop.value = clamp(s.chop, 0, 1.5);
      fieldUniforms.uStretch.value = clamp(s.stretch, 0, 0.95);
      fieldUniforms.uGlint.value = Math.max(0, s.glint);
      fieldUniforms.uContrast.value = clamp(s.contrast, 0.2, 4);
      fieldUniforms.uPerspective.value = clamp(s.perspective, 0, 1);
      fieldUniforms.uFog.value = clamp(s.fog, 0, 1);
      fieldUniforms.uIntro.value = introEase;
      fieldUniforms.uFluid.value = fluidActive ? 1 : 0;
      fieldUniforms.tVelocity.value = fluid ? fluid.velocity.read.texture : blank;
      fieldUniforms.tInk.value = fluid ? fluid.ink.read.texture : blank;
      fieldUniforms.uFluidTexel.value = fluidTexel.value;
      fieldUniforms.uInk.value = clamp(s.cursorStrength, 0, 3);
      fieldUniforms.uLean.value = clamp(s.lean, 0, 1);
      renderer.render({ scene: fieldMesh, target: fieldTarget });

      slatUniforms.uSize.value = [width, height];
      slatUniforms.uDpr.value = renderer.dpr;
      slatUniforms.uGrid.value = grid.grid;
      slatUniforms.uOrigin.value = grid.origin;
      slatUniforms.uSlat.value = [grid.slatW, grid.slatH];
      slatUniforms.uRound.value = clamp(s.roundness, 0, 1);
      slatUniforms.uTilt.value = fluidActive && s.lean > 0 ? grid.tilt : 0;
      slatUniforms.uColor.value = s.color.slice(0, 3);
      slatUniforms.uGlintColor.value = s.glintColor.slice(0, 3);
      slatUniforms.uBackground.value = s.backgroundColor;
      renderer.render({ scene: slatMesh });

      const moving = (!s.paused && !reducedMotion && s.speed !== 0) || introClock < 1;
      if (visible && (moving || fluidActive || fluidDirty)) raf = requestAnimationFrame(frame);
    };

    const start = () => {
      if (raf || !visible || !alive) return;
      last = performance.now();
      raf = requestAnimationFrame(frame);
    };

    const locate = (e: PointerEvent) => {
      const rect = container.getBoundingClientRect();
      const x = e.clientX - rect.left;
      const y = e.clientY - rect.top;
      const w = Math.max(1, rect.width);
      const h = Math.max(1, rect.height);
      return { x, y, u: x / w, v: 1 - y / h, h, inside: x >= 0 && y >= 0 && x <= w && y <= h };
    };

    const queue = (u: number, v: number, du: number, dv: number, turn: number | null) => {
      if (splats.length > 32) splats.shift();
      splats.push([u, v, du, dv, turn]);
      const s = settingsRef.current;
      fluidUntil = performance.now() + Math.max(1.5, (s ? s.trail : 1.4) * 5) * 1000;
      start();
    };

    const onPointerMove = (e: PointerEvent) => {
      const s = settingsRef.current;
      const spot = locate(e);
      if (!fluid || !s || !s.interactive || reducedMotion || !spot.inside) {
        pointer.tracked = false;
        return;
      }
      if (pointer.tracked && (spot.x !== pointer.x || spot.y !== pointer.y)) {
        queue(spot.u, spot.v, (spot.x - pointer.x) / spot.h, (pointer.y - spot.y) / spot.h, null);
      }
      pointer.x = spot.x;
      pointer.y = spot.y;
      pointer.tracked = true;
    };

    const onPointerDown = (e: PointerEvent) => {
      const s = settingsRef.current;
      const spot = locate(e);
      if (!fluid || !s || !s.interactive || reducedMotion || !spot.inside) return;
      splashTurn += 2.39996;
      queue(spot.u, spot.v, 0, 0, splashTurn);
    };

    const onPointerLeave = () => {
      pointer.tracked = false;
    };

    const onPointerOut = (e: PointerEvent) => {
      if (!e.relatedTarget) onPointerLeave();
    };

    const onVisibility = () => {
      if (!document.hidden) start();
    };

    window.addEventListener('pointermove', onPointerMove, { passive: true });
    window.addEventListener('pointerdown', onPointerDown, { passive: true });
    window.addEventListener('pointerout', onPointerOut, { passive: true });
    window.addEventListener('blur', onPointerLeave);
    document.addEventListener('visibilitychange', onVisibility);

    const resizeObserver = new ResizeObserver(resize);
    resizeObserver.observe(container);
    const intersectionObserver = new IntersectionObserver(([entry]) => {
      visible = entry.isIntersecting;
      start();
    });
    intersectionObserver.observe(container);

    wakeRef.current = start;
    resize();

    return () => {
      alive = false;
      visible = false;
      cancelAnimationFrame(raf);
      resizeObserver.disconnect();
      intersectionObserver.disconnect();
      window.removeEventListener('pointermove', onPointerMove);
      window.removeEventListener('pointerdown', onPointerDown);
      window.removeEventListener('pointerout', onPointerOut);
      window.removeEventListener('blur', onPointerLeave);
      document.removeEventListener('visibilitychange', onVisibility);
      wakeRef.current = null;
      disposeFluid();
      dispose(fieldTarget);
      gl.getExtension('WEBGL_lose_context')?.loseContext();
      if (canvas.parentNode) canvas.parentNode.removeChild(canvas);
    };
  }, []);

  return (
    <div ref={containerRef} className={`relative h-full w-full overflow-hidden ${className}`.trim()} style={style} />
  );
};

export default MicroSlats;