"use client"; import { Tabs as BaseTabs } from '@base-ui/react/tabs'; import { useEffect, useId, useRef, useState } from 'react'; import type { ButtonHTMLAttributes, CSSProperties, ElementType, HTMLAttributes, MouseEvent, PointerEvent, ReactNode } from 'react'; import { BrandImage, Button } from './core.js'; import type { ImageAsset } from './core.js'; import { fit2d, useVisibleLoop } from './canvas.js'; import { useEntrance } from './entrance.js'; import { createStage, fit, toRgb } from './gl.js'; const reducedMotion = () => typeof window !== 'undefined' && window.matchMedia('(prefers-reduced-motion: reduce)').matches; /** A light that travels around the edge of its child. Decorative; it stops under reduced motion. */ export function BorderBeam({ children, duration = 6, className = '', style, ...props }: HTMLAttributes & { duration?: number }) { return
{children}
; } /** A brushed-metal button whose sheen follows the pointer. */ export function MetalButton({ className = '', children, type = 'button', onPointerMove, ...props }: ButtonHTMLAttributes) { const move = (event: PointerEvent) => { const box = event.currentTarget.getBoundingClientRect(); event.currentTarget.style.setProperty('--bs-metal-x', `${((event.clientX - box.left) / box.width) * 100}%`); event.currentTarget.style.setProperty('--bs-metal-y', `${((event.clientY - box.top) / box.height) * 100}%`); onPointerMove?.(event); }; return ; } export interface MagnetTab { value: string; label: ReactNode; content?: ReactNode } /** Tabs whose highlight slides toward the tab under the pointer, then settles on the selected one. Arrow keys move between tabs. */ export function MagnetTabs({ items, defaultValue, value, onValueChange, className = '', 'aria-label': ariaLabel }: { items: MagnetTab[]; defaultValue?: string; value?: string; onValueChange?: (value: string) => void; className?: string; 'aria-label'?: string; }) { const list = useRef(null); const [hover, setHover] = useState<{ left: number; width: number } | null>(null); const track = (event: MouseEvent) => { const tab = (event.target as HTMLElement).closest('[role="tab"]'); if (!tab || !list.current) return; setHover({ left: tab.offsetLeft, width: tab.offsetWidth }); }; const hasPanels = items.some(item => item.content); return onValueChange?.(next as string)}> setHover(null)} style={hover ? { '--bs-hover-left': `${hover.left}px`, '--bs-hover-width': `${hover.width}px` } as CSSProperties : undefined} data-hovering={hover ? '' : undefined}> {hasPanels && items.map(item => {item.content})} ; } /** Cycles through words with a letter-by-letter flip. Screen readers hear every word once. */ export function FlipText({ words, interval = 2400, className = '' }: { words: string[]; interval?: number; className?: string }) { const [index, setIndex] = useState(0); useEffect(() => { if (words.length < 2) return; const timer = window.setInterval(() => setIndex(current => (current + 1) % words.length), interval); return () => window.clearInterval(timer); }, [words.length, interval]); const word = words[index % Math.max(words.length, 1)] ?? ''; return {words.join(', ')} ; } export interface StackCard { id: string; title: string; body: string; asset?: ImageAsset } /** Cards pin as you scroll and pile onto each other; covered cards shrink back. Without motion they read as a plain list. */ export function ScrollStack({ cards, className = '' }: { cards: StackCard[]; className?: string }) { const root = useRef(null); useEffect(() => { const list = root.current; if (!list || reducedMotion()) return; const items = [...list.querySelectorAll('.bs-stack__card')]; let frame = 0; const update = () => { frame = 0; items.forEach((item, index) => { const next = items[index + 1]; if (!next) return; const top = item.getBoundingClientRect().top; const covered = Math.min(Math.max((item.offsetHeight - (next.getBoundingClientRect().top - top)) / item.offsetHeight, 0), 1); item.style.setProperty('--bs-stack-cover', covered.toFixed(3)); }); }; const schedule = () => { if (!frame) frame = requestAnimationFrame(update); }; update(); window.addEventListener('scroll', schedule, { passive: true }); window.addEventListener('resize', schedule); return () => { cancelAnimationFrame(frame); window.removeEventListener('scroll', schedule); window.removeEventListener('resize', schedule); }; }, [cards]); return
    {cards.map((card, index) =>
  1. {card.title}

    {card.body}

    {card.asset && }
  2. )}
; } interface Burst { id: number; x: number; y: number } /** Sparks fly from the point of each click inside the wrapper. Decorative; skipped under reduced motion. */ export function ClickSpark({ children, sparks = 8, className = '', onClick, ...props }: HTMLAttributes & { sparks?: number }) { const [bursts, setBursts] = useState([]); const next = useRef(0); const click = (event: MouseEvent) => { onClick?.(event); if (reducedMotion()) return; const box = event.currentTarget.getBoundingClientRect(); const burst = { id: next.current++, x: event.clientX - box.left, y: event.clientY - box.top }; setBursts(current => [...current, burst]); window.setTimeout(() => setBursts(current => current.filter(item => item.id !== burst.id)), 600); }; return
{children} {bursts.map(burst => )}
; } const flowShader = `uniform float t; uniform vec2 res; uniform vec3 c0; uniform vec3 c1; uniform vec3 c2; float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); } float noise(vec2 p) { vec2 i = floor(p), f = fract(p); f = f * f * (3. - 2. * f); return mix(mix(hash(i), hash(i + vec2(1., 0.)), f.x), mix(hash(i + vec2(0., 1.)), hash(i + vec2(1., 1.)), f.x), f.y); } float fbm(vec2 p) { float v = 0., a = .5; for (int i = 0; i < 4; i++) { v += a * noise(p); p *= 2.02; a *= .5; } return v; } void main() { vec2 p = uv * vec2(res.x / res.y, 1.) * 1.1; vec2 q = vec2(fbm(p + t * .04), fbm(p + vec2(5.2, 1.3) - t * .03)); float f = fbm(p + 1.6 * q + t * .02); vec3 color = mix(c0, c1, smoothstep(.3, .75, f)); color = mix(color, c2, smoothstep(.7, 1.2, length(q)) * .25); color += (hash(uv * res + fract(t)) - .5) * .03; gl_FragColor = vec4(color, 1.); }`; /** A slow, living gradient drawn by a shader in the brand's surface, accent and ink. Content sits on top. It holds still under reduced motion and pauses off screen; without WebGL a static gradient stands in. */ export function ShaderBackground({ colors, speed = 1, className = '', children, ...props }: HTMLAttributes & { colors?: [string, string, string]; speed?: number }) { const root = useRef(null); const canvas = useRef(null); const stage = useRef>(null); const read = useRef(0); const still = useRef(false); const paint = (time: number) => { const current = stage.current, element = root.current; if (!current || !element || !canvas.current) return false; const { gl, uniform } = current; // Colours are read once a second so a light/dark switch reaches the shader without an observer. if (time - read.current > 1000 || !read.current) { read.current = time || 1; const style = getComputedStyle(element); const [c0, c1, c2] = colors ?? [style.getPropertyValue('--bs-surface'), style.getPropertyValue('--bs-accent'), style.getPropertyValue('--bs-ink')]; gl.uniform3fv(uniform('c0'), toRgb(c0)); gl.uniform3fv(uniform('c1'), toRgb(c1)); gl.uniform3fv(uniform('c2'), toRgb(c2)); } fit(canvas.current, gl); gl.uniform2f(uniform('res'), canvas.current.width, canvas.current.height); gl.uniform1f(uniform('t'), still.current ? 12 : (time / 1000) * speed); gl.drawArrays(gl.TRIANGLES, 0, 3); if (!element.dataset.ready) element.dataset.ready = ''; return !still.current; }; useVisibleLoop(root, paint); useEffect(() => { if (!canvas.current) return; still.current = reducedMotion(); stage.current = createStage(canvas.current, flowShader); }, []); return
; } /** A headline whose words, or letters, rise out of a mask one after another as it scrolls into view. Screen readers hear the plain text. */ export function KineticText({ text, as: Tag = 'h2', by = 'word', stagger = 45, className = '' }: { text: string; as?: ElementType; by?: 'word' | 'letter'; stagger?: number; className?: string }) { const root = useEntrance(); let index = 0; const piece = (content: string, key: number) => {content}; const words = text.split(/\s+/).filter(Boolean); return {text} ; } const rippleShader = `uniform sampler2D image; uniform vec2 mouse; uniform float strength; uniform float t; uniform vec2 cover; uniform vec2 focus; void main() { vec2 p = vec2(uv.x, 1. - uv.y); vec2 d = p - mouse; float wave = sin(length(d) * 38. - t * 5.) * exp(-length(d) * 7.) * strength * .018; vec2 shift = normalize(d + 1e-4) * wave; vec2 at = (p + shift) * cover + (1. - cover) * focus; vec2 split = shift * cover * 1.6; gl_FragColor = vec4(texture2D(image, at + split).r, texture2D(image, at).g, texture2D(image, at - split).b, 1.); }`; /** An image that ripples and splits its colour around the pointer, then settles. The picture underneath stays a normal, described image; the effect answers a mouse only, needs same-origin images and is off under reduced motion. */ export function DistortionImage({ asset, strength = 1, sizes, className = '' }: { asset: ImageAsset; strength?: number; sizes?: string; className?: string }) { const root = useRef(null); const canvas = useRef(null); const stage = useRef>(null); const state = useRef({ x: .5, y: .5, target: 0, amount: 0, start: 0 }); const wake = useVisibleLoop(root, time => { const current = stage.current, element = canvas.current; if (!current || !element) return false; const { gl, uniform } = current, s = state.current; s.amount += (s.target - s.amount) * .08; fit(element, gl); const box = root.current!.getBoundingClientRect(); const boxRatio = box.width / Math.max(box.height, 1), imageRatio = asset.width / asset.height; gl.uniform2f(uniform('cover'), boxRatio > imageRatio ? 1 : boxRatio / imageRatio, boxRatio > imageRatio ? imageRatio / boxRatio : 1); gl.uniform2f(uniform('mouse'), s.x, s.y); gl.uniform1f(uniform('strength'), s.amount * strength); gl.uniform1f(uniform('t'), (time - s.start) / 1000); gl.drawArrays(gl.TRIANGLES, 0, 3); return s.target > 0 || s.amount > .002; }); useEffect(() => { const element = canvas.current, image = root.current?.querySelector('img'); if (!element || !image || reducedMotion()) return; const load = () => { const current = createStage(element, rippleShader); if (!current) return; const { gl, uniform } = current; gl.bindTexture(gl.TEXTURE_2D, gl.createTexture()); for (const [key, value] of [[gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE], [gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE], [gl.TEXTURE_MIN_FILTER, gl.LINEAR]] as const) gl.texParameteri(gl.TEXTURE_2D, key, value); try { gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); } catch { return; } // cross-origin image: keep the plain picture const [fx = 50, fy = 50] = (asset.focalPoint ?? '50% 50%').split(/\s+/).map(parseFloat); gl.uniform2f(uniform('focus'), fx / 100, fy / 100); stage.current = current; root.current!.dataset.ready = ''; }; if (image.complete && image.naturalWidth) load(); else image.addEventListener('load', load, { once: true }); return () => image.removeEventListener('load', load); }, [asset]); const track = (event: PointerEvent, target: number) => { if (event.pointerType !== 'mouse') return; // touch and pen keep the still image const box = event.currentTarget.getBoundingClientRect(), s = state.current; s.x = (event.clientX - box.left) / box.width; s.y = (event.clientY - box.top) / box.height; if (target && !s.target) s.start = performance.now(); s.target = target; wake.current(); }; return
track(event, 1)} onPointerMove={event => track(event, 1)} onPointerLeave={event => track(event, 0)}>
; } /** Big lines of type that slide sideways without end, speeding up and leaning with the speed you scroll. Screen readers hear each line once; under reduced motion the lines stand still. */ export function VelocityMarquee({ lines, speed = 40, className = '' }: { lines: string[]; speed?: number; className?: string }) { const root = useRef(null); const motion = useRef({ offset: 0, boost: 0, last: 0, scroll: 0 }); useVisibleLoop(root, time => { const element = root.current, m = motion.current; if (!element || reducedMotion()) return false; const delta = m.last ? Math.min(time - m.last, 64) / 1000 : 0; m.last = time; const scrolled = window.scrollY - m.scroll; m.scroll = window.scrollY; m.boost += ((delta ? scrolled / delta / 40 : 0) - m.boost) * .1; m.offset += (speed + Math.abs(m.boost) * 8) * delta; element.querySelectorAll('.bs-marquee__track').forEach((track, row) => { const width = track.scrollWidth / 2 || 1; const x = (m.offset * (1 + row * .15)) % width; track.style.transform = `translateX(${row % 2 ? x - width : -x}px) skewX(${Math.max(-12, Math.min(12, -m.boost * .6))}deg)`; }); }); return
    {lines.map((line, at) =>
  • {line}
  • )}
{lines.map((line, at) => )}
; } /** Follows a mouse over the element as -1..1 offsets from its centre in `--mx` and `--my`, and marks it `data-active`. Touch, pen and reduced motion leave it still. */ function usePointerOffset(onMove?: (element: T, x: number, y: number) => void) { const move = (event: PointerEvent) => { if (event.pointerType !== 'mouse' || reducedMotion()) return; const element = event.currentTarget, box = element.getBoundingClientRect(); const x = ((event.clientX - box.left) / box.width) * 2 - 1, y = ((event.clientY - box.top) / box.height) * 2 - 1; element.style.setProperty('--mx', x.toFixed(3)); element.style.setProperty('--my', y.toFixed(3)); element.dataset.active = ''; onMove?.(element, x, y); }; const leave = (event: PointerEvent) => { const element = event.currentTarget; element.style.setProperty('--mx', '0'); element.style.setProperty('--my', '0'); delete element.dataset.active; }; return { onPointerMove: move, onPointerLeave: leave }; } /** A button that leans toward the mouse and springs back when it leaves. Its label leans further, so it feels held by a magnet. Touch and keyboard get an ordinary button. */ export function MagneticButton({ strength = 1, className = '', children, style, onPointerMove, onPointerLeave, ...props }: Parameters[0] & { strength?: number }) { const pointer = usePointerOffset(); return ; } /** * A soft dot that trails the mouse inside the wrapper and grows into a ring over links and buttons. * An element with `data-cursor="View"` shows that word in the ring. The system cursor stays; touch screens and reduced motion get no dot. */ export function CustomCursor({ children, className = '', ...props }: HTMLAttributes) { const root = useRef(null); const dot = useRef(null); const [label, setLabel] = useState(''); const target = useRef({ x: 0, y: 0, shown: false }); const at = useRef({ x: 0, y: 0 }); const wake = useVisibleLoop(root, () => { const element = dot.current; if (!element) return false; const t = target.current, p = at.current; p.x += (t.x - p.x) * .22; p.y += (t.y - p.y) * .22; element.style.translate = `${p.x.toFixed(1)}px ${p.y.toFixed(1)}px`; return Math.abs(t.x - p.x) + Math.abs(t.y - p.y) > .2; }); const move = (event: PointerEvent) => { if (event.pointerType !== 'mouse' || reducedMotion() || !root.current) return; const box = root.current.getBoundingClientRect(), t = target.current; t.x = event.clientX - box.left; t.y = event.clientY - box.top; if (!t.shown) { at.current = { x: t.x, y: t.y }; t.shown = true; } const over = (event.target as HTMLElement).closest('a, button, [data-cursor]'); root.current.dataset.cursor = over ? 'grow' : 'dot'; setLabel(over?.dataset.cursor ?? ''); wake.current(); }; const leave = () => { target.current.shown = false; if (root.current) delete root.current.dataset.cursor; }; return
{children}
; } /** A card that tilts toward the mouse in 3D, with a soft glare where the pointer is. Touch, keyboard and reduced motion see a flat card. */ export function TiltCard({ max = 8, children, className = '', style, ...props }: HTMLAttributes & { max?: number }) { const pointer = usePointerOffset(); return
{children}
; } /** A card whose border and surface light up around the mouse, like a torch passing over it. Keyboard focus inside lights the whole edge. */ export function SpotlightCard({ children, className = '', ...props }: HTMLAttributes) { const pointer = usePointerOffset(); return
{children}
; } const glyphs = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789#%&*+='; /** Text whose letters and digits flicker through random characters, then settle left to right; spaces and punctuation hold still. It plays when it scrolls into view and again on hover. Screen readers, and reduced motion, get the plain text. */ export function ScrambleText({ text, as: Tag = 'span', duration = 900, className = '' }: { text: string; as?: ElementType; duration?: number; className?: string }) { const root = useRef(null); const [shown, setShown] = useState(text); const run = useRef(0); const play = () => { if (reducedMotion()) return; cancelAnimationFrame(run.current); const start = performance.now(); const step = (now: number) => { const settled = Math.floor(((now - start) / duration) * text.length); setShown([...text].map((letter, index) => index < settled || !/[a-z0-9]/i.test(letter) ? letter : glyphs[Math.floor(Math.random() * glyphs.length)]).join('')); if (settled < text.length) run.current = requestAnimationFrame(step); }; run.current = requestAnimationFrame(step); }; useEffect(() => { setShown(text); const element = root.current; if (!element || typeof IntersectionObserver === 'undefined') return; const observer = new IntersectionObserver(([entry]) => { if (entry?.isIntersecting) { observer.disconnect(); play(); } }, { threshold: .5 }); observer.observe(element); return () => { observer.disconnect(); cancelAnimationFrame(run.current); }; }, [text]); return { if (event.pointerType === 'mouse') play(); }}> {text} ; } /** Letters that grow bolder, and lean toward the accent, the closer the mouse comes. Best with a variable font. Screen readers hear the plain text; touch and reduced motion see it at rest. */ export function ProximityText({ text, as: Tag = 'p', radius = 140, className = '' }: { text: string; as?: ElementType; radius?: number; className?: string }) { const root = useRef(null); const mouse = useRef<{ x: number; y: number } | null>(null); const wake = useVisibleLoop(root, () => { const element = root.current; if (!element) return false; let moving = false; element.querySelectorAll('.bs-proximity__letter').forEach(letter => { const box = letter.getBoundingClientRect(), m = mouse.current; const target = m ? Math.max(0, 1 - Math.hypot(box.left + box.width / 2 - m.x, box.top + box.height / 2 - m.y) / radius) : 0; const current = Number(letter.style.getPropertyValue('--p') || 0), next = current + (target - current) * .25; if (Math.abs(target - next) > .002) moving = true; letter.style.setProperty('--p', (Math.abs(target - next) > .002 ? next : target).toFixed(3)); }); return moving; }); const track = (event: PointerEvent, inside: boolean) => { if (event.pointerType !== 'mouse' || reducedMotion()) return; mouse.current = inside ? { x: event.clientX, y: event.clientY } : null; wake.current(); }; const words = text.split(/(\s+)/); return track(event, true)} onPointerLeave={(event: PointerEvent) => track(event, false)}> {text} ; } /** * A big headline with a video playing inside its letters. The text stays real: selectable, and read by screen readers. * Until the video can draw, without JavaScript, and under reduced motion (which shows the first frame), it is ordinary type. */ export function VideoText({ text, src, as: Tag = 'h2', className = '' }: { text: string; src: string; as?: ElementType; className?: string }) { const root = useRef(null); const canvas = useRef(null); const video = useRef(null); const draw = () => { const element = root.current, surface = canvas.current, clip = video.current; const context = surface?.getContext('2d'); if (!element || !surface || !clip || !context || clip.readyState < 2) return false; const box = element.getBoundingClientRect(), scale = Math.min(devicePixelRatio || 1, 2); const width = Math.round(box.width * scale), height = Math.round(box.height * scale); if (surface.width !== width || surface.height !== height) { surface.width = width; surface.height = height; } const style = getComputedStyle(element); context.setTransform(scale, 0, 0, scale, 0, 0); context.clearRect(0, 0, box.width, box.height); context.globalCompositeOperation = 'source-over'; context.font = `${style.fontStyle} ${style.fontWeight} ${style.fontSize} ${style.fontFamily}`; context.letterSpacing = style.letterSpacing === 'normal' ? '0px' : style.letterSpacing; context.textBaseline = 'alphabetic'; context.fillStyle = '#000'; // Paint each word where the browser laid it out, so wrapping, alignment and spacing match the real text. const words = element.querySelector('.bs-videotext__text')!; const range = document.createRange(); for (const node of words.childNodes) { const content = node.textContent ?? ''; for (const match of content.matchAll(/\S+/g)) { range.setStart(node, match.index!); range.setEnd(node, match.index! + match[0].length); const rect = range.getClientRects()[0]; if (!rect) continue; const metrics = context.measureText(match[0]); context.fillText(match[0], rect.left - box.left, rect.top - box.top + (rect.height - metrics.fontBoundingBoxAscent - metrics.fontBoundingBoxDescent) / 2 + metrics.fontBoundingBoxAscent); } } context.globalCompositeOperation = 'source-in'; const ratio = Math.max(box.width / clip.videoWidth, box.height / clip.videoHeight); context.drawImage(clip, (box.width - clip.videoWidth * ratio) / 2, (box.height - clip.videoHeight * ratio) / 2, clip.videoWidth * ratio, clip.videoHeight * ratio); element.dataset.ready = ''; return !clip.paused; }; const wake = useVisibleLoop(root, draw); useEffect(() => { const clip = video.current, element = root.current; if (!clip || !element) return; const still = reducedMotion(); const start = () => { if (still) draw(); else clip.play().then(() => wake.current(), () => draw()); }; const observer = new IntersectionObserver(([entry]) => { if (entry?.isIntersecting) start(); else clip.pause(); }); clip.addEventListener('loadeddata', () => { if (still) draw(); }, { once: true }); const redraw = () => { if (clip.paused) draw(); }; window.addEventListener('resize', redraw); document.fonts?.ready.then(redraw); observer.observe(element); return () => { observer.disconnect(); clip.pause(); window.removeEventListener('resize', redraw); }; }, [src]); return {text} ; } /** A line of text set around a circle that slowly turns, with anything you like in the middle. It stands still under reduced motion. */ export function CircularText({ text, size = 128, duration = 18, children, className = '' }: { text: string; size?: number; duration?: number; children?: ReactNode; className?: string }) { const id = `bs-circle${useId().replace(/[^a-z0-9]/gi, '')}`; return {text} {children && {children}} ; } /** A field of dots behind your content. Near the mouse they swell, take the accent colour and lean away, then settle. Touch and reduced motion see a still pattern. */ export function DotGrid({ gap = 22, radius = 130, className = '', children, ...props }: HTMLAttributes & { gap?: number; radius?: number }) { const root = useRef(null); const canvas = useRef(null); const mouse = useRef({ x: -1e4, y: -1e4, strength: 0, target: 0 }); const paint = () => { const element = root.current, surface = canvas.current; const fitted = surface && fit2d(surface); if (!element || !fitted) return false; const { context, width, height } = fitted, m = mouse.current, style = getComputedStyle(element); m.strength += (m.target - m.strength) * .12; context.clearRect(0, 0, width, height); const ink = style.getPropertyValue('--bs-line').trim() || '#999', accent = style.getPropertyValue('--bs-accent').trim() || '#06f'; for (let y = gap / 2; y < height; y += gap) for (let x = gap / 2; x < width; x += gap) { const dx = x - m.x, dy = y - m.y, distance = Math.hypot(dx, dy); const near = Math.max(0, 1 - distance / radius) * m.strength; const push = near * near * gap * .6 / (distance || 1); context.fillStyle = near > .15 ? accent : ink; context.globalAlpha = .55 + near * .45; context.beginPath(); context.arc(x + dx * push, y + dy * push, 1.2 + near * 2.4, 0, Math.PI * 2); context.fill(); } context.globalAlpha = 1; return Math.abs(m.target - m.strength) > .01; }; const wake = useVisibleLoop(root, paint); useEffect(() => { const redraw = () => wake.current(); window.addEventListener('resize', redraw); return () => window.removeEventListener('resize', redraw); }, []); const track = (event: PointerEvent, inside: boolean) => { if (event.pointerType !== 'mouse' || reducedMotion()) return; const box = event.currentTarget.getBoundingClientRect(), m = mouse.current; if (inside) { m.x = event.clientX - box.left; m.y = event.clientY - box.top; } m.target = inside ? 1 : 0; wake.current(); }; return
track(event, true)} onPointerLeave={event => track(event, false)}>
; } interface Particle { x: number; y: number; vx: number; vy: number; size: number; accent: boolean } /** Specks that drift slowly behind your content and scatter from the mouse. Some take the accent colour. It pauses off screen, and reduced motion holds one still frame. */ export function ParticleField({ count = 80, className = '', children, ...props }: HTMLAttributes & { count?: number }) { const root = useRef(null); const canvas = useRef(null); const particles = useRef([]); const mouse = useRef<{ x: number; y: number } | null>(null); const last = useRef(0); const colours = useRef({ ink: '', accent: '', read: 0 }); useVisibleLoop(root, time => { const element = root.current, surface = canvas.current; const fitted = surface && fit2d(surface); if (!element || !fitted) return false; const { context, width, height } = fitted, still = reducedMotion(); if (particles.current.length !== count) { // A fixed stride instead of Math.random keeps the layout the same on every visit. particles.current = Array.from({ length: count }, (_, i) => ({ x: ((i * 0.618034) % 1) * width, y: ((i * 0.381966 * 3.7) % 1) * height, vx: Math.cos(i * 2.4) * 8, vy: Math.sin(i * 2.4) * 8, size: 1 + ((i * 7) % 5) / 2.5, accent: i % 5 === 0 })); } if (time - colours.current.read > 1000) { const style = getComputedStyle(element); colours.current = { ink: style.getPropertyValue('--bs-ink').trim() || '#222', accent: style.getPropertyValue('--bs-accent').trim() || '#06f', read: time }; } const delta = last.current ? Math.min(time - last.current, 50) / 1000 : 0; last.current = time; context.clearRect(0, 0, width, height); for (const p of particles.current) { const m = mouse.current; if (m) { const dx = p.x - m.x, dy = p.y - m.y, distance = Math.hypot(dx, dy) || 1; if (distance < 120) { const push = (1 - distance / 120) * 900 * delta; p.vx += (dx / distance) * push; p.vy += (dy / distance) * push; } } p.vx += (Math.sign(p.vx || 1) * 8 - p.vx) * .02; p.vy += (Math.sign(p.vy || 1) * 8 - p.vy) * .02; p.x = (p.x + p.vx * delta + width) % width; p.y = (p.y + p.vy * delta + height) % height; context.globalAlpha = p.accent ? .9 : .35; context.fillStyle = p.accent ? colours.current.accent : colours.current.ink; context.beginPath(); context.arc(p.x, p.y, p.size, 0, Math.PI * 2); context.fill(); } context.globalAlpha = 1; return !still; }); const track = (event: PointerEvent, inside: boolean) => { if (event.pointerType !== 'mouse') return; const box = event.currentTarget.getBoundingClientRect(); mouse.current = inside ? { x: event.clientX - box.left, y: event.clientY - box.top } : null; }; return
track(event, true)} onPointerLeave={event => track(event, false)}>
; } export interface GlobeMarker { label: string; lat: number; lng: number } const toVector = (lat: number, lng: number): [number, number, number] => { const a = (lat * Math.PI) / 180, b = (lng * Math.PI) / 180; return [Math.cos(a) * Math.sin(b), Math.sin(a), Math.cos(a) * Math.cos(b)]; }; /** * A turning globe of dots with glowing markers and arcs that join them in order. Drag sideways to spin it. * Screen readers get the markers as a list; reduced motion holds it still until dragged. */ export function DotGlobe({ markers = [], label = 'Locations', speed = 1, className = '' }: { markers?: GlobeMarker[]; label?: string; speed?: number; className?: string }) { const root = useRef(null); const canvas = useRef(null); const spin = useRef({ angle: markers[0] ? -(markers[0].lng * Math.PI) / 180 : 0, velocity: 0, dragging: false, lastX: 0, last: 0 }); const points = useRef<[number, number, number][]>([]); if (!points.current.length) { // Fibonacci lattice: even spacing with no seams at the poles. const count = 1400; points.current = Array.from({ length: count }, (_, i) => { const y = 1 - (i / (count - 1)) * 2, r = Math.sqrt(1 - y * y), theta = i * 2.39996323; return [Math.cos(theta) * r, y, Math.sin(theta) * r] as [number, number, number]; }); } const wake = useVisibleLoop(root, time => { const element = root.current, surface = canvas.current; const fitted = surface && fit2d(surface); if (!element || !fitted) return false; const { context, width, height } = fitted, s = spin.current, still = reducedMotion(); const delta = s.last ? Math.min(time - s.last, 50) / 1000 : 0; s.last = time; if (!s.dragging) { s.angle += (still ? 0 : .12 * speed) * delta + s.velocity * delta; s.velocity *= .94; } const style = getComputedStyle(element), ink = style.getPropertyValue('--bs-ink').trim() || '#222', accent = style.getPropertyValue('--bs-accent').trim() || '#06f'; const radius = Math.min(width, height) * .46, cx = width / 2, cy = height / 2, tilt = .38; const cosA = Math.cos(s.angle), sinA = Math.sin(s.angle), cosT = Math.cos(tilt), sinT = Math.sin(tilt); const project = ([x, y, z]: [number, number, number]) => { const x1 = x * cosA + z * sinA, z1 = -x * sinA + z * cosA; const y2 = y * cosT - z1 * sinT, z2 = y * sinT + z1 * cosT; return [cx + x1 * radius, cy - y2 * radius, z2] as const; }; context.clearRect(0, 0, width, height); context.fillStyle = ink; for (const point of points.current) { const [x, y, z] = project(point); if (z < -.05) continue; context.globalAlpha = .12 + z * .45; context.fillRect(x - .9, y - .9, 1.8, 1.8); } const places = markers.map(marker => toVector(marker.lat, marker.lng)); context.strokeStyle = accent; context.lineWidth = 1.5; places.slice(1).forEach((to, index) => { const from = places[index]!; context.beginPath(); let drawing = false; for (let step = 0; step <= 40; step++) { const t = step / 40, lift = 1 + Math.sin(t * Math.PI) * .18; const mix = from.map((value, axis) => value * (1 - t) + to[axis]! * t); const length = Math.hypot(...mix) || 1; const [x, y, z] = project(mix.map(value => (value / length) * lift) as [number, number, number]); context.globalAlpha = z < 0 ? .12 : .85; if (drawing) context.lineTo(x, y); else { context.moveTo(x, y); drawing = true; } } context.stroke(); }); places.forEach(place => { const [x, y, z] = project(place); if (z < 0) return; const pulse = still ? 0 : (time / 1600) % 1; context.globalAlpha = (1 - pulse) * .5; context.fillStyle = accent; context.beginPath(); context.arc(x, y, 4 + pulse * 12, 0, Math.PI * 2); context.fill(); context.globalAlpha = 1; context.beginPath(); context.arc(x, y, 3.5, 0, Math.PI * 2); context.fill(); }); context.globalAlpha = 1; return !still || s.dragging || Math.abs(s.velocity) > .01; }); const down = (event: PointerEvent) => { const s = spin.current; s.dragging = true; s.lastX = event.clientX; s.velocity = 0; event.currentTarget.setPointerCapture(event.pointerId); wake.current(); }; const move = (event: PointerEvent) => { const s = spin.current; if (!s.dragging) return; const change = (event.clientX - s.lastX) / 180; s.angle += change; s.velocity = change * 40; s.lastX = event.clientX; }; const up = () => { spin.current.dragging = false; wake.current(); }; return
; } const dissolveShader = `uniform sampler2D from; uniform sampler2D to; uniform float progress; uniform vec2 coverFrom; uniform vec2 coverTo; uniform vec2 focusFrom; uniform vec2 focusTo; float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); } float noise(vec2 p) { vec2 i = floor(p), f = fract(p); f = f * f * (3. - 2. * f); return mix(mix(hash(i), hash(i + vec2(1., 0.)), f.x), mix(hash(i + vec2(0., 1.)), hash(i + vec2(1., 1.)), f.x), f.y); } void main() { vec2 p = vec2(uv.x, 1. - uv.y); float n = noise(p * 6.) * .65 + noise(p * 18.) * .35; float edge = smoothstep(progress - .12, progress + .12, n * .8 + p.x * .2); vec2 push = vec2(.04, 0.) * (1. - edge) * progress; vec4 a = texture2D(from, (p + push) * coverFrom + (1. - coverFrom) * focusFrom); vec4 b = texture2D(to, (p - push * .5) * coverTo + (1. - coverTo) * focusTo); gl_FragColor = mix(b, a, edge); }`; /** * A slideshow where each image dissolves into the next through drifting noise. Previous and next buttons, arrow keys and swipes change the image. * Each image stays a real picture; without WebGL, or under reduced motion, images swap at once. */ export function ImageTransition({ images, label = 'Gallery', className = '' }: { images: ImageAsset[]; label?: string; className?: string }) { const root = useRef(null); const canvas = useRef(null); const [index, setIndex] = useState(0); const stage = useRef<{ stage: NonNullable>; textures: WebGLTexture[] } | null>(null); const run = useRef({ from: 0, to: 0, start: 0, active: false }); const swipe = useRef(null); const cover = (asset: ImageAsset, box: DOMRect): [number, number] => { const boxRatio = box.width / Math.max(box.height, 1), imageRatio = asset.width / asset.height; return boxRatio > imageRatio ? [1, imageRatio / boxRatio] : [boxRatio / imageRatio, 1]; }; const focus = (asset: ImageAsset): [number, number] => { const [x = 50, y = 50] = (asset.focalPoint ?? '50% 50%').split(/\s+/).map(parseFloat); return [x / 100, y / 100]; }; const wake = useVisibleLoop(root, time => { const current = stage.current, element = canvas.current, r = run.current; if (!current || !element || !r.active) return false; const { gl, uniform } = current.stage; const progress = Math.min((time - r.start) / 1100, 1); fit(element, gl); const box = element.getBoundingClientRect(); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, current.textures[r.from]!); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, current.textures[r.to]!); gl.uniform1i(uniform('from'), 0); gl.uniform1i(uniform('to'), 1); gl.uniform2f(uniform('coverFrom'), ...cover(images[r.from]!, box)); gl.uniform2f(uniform('coverTo'), ...cover(images[r.to]!, box)); gl.uniform2f(uniform('focusFrom'), ...focus(images[r.from]!)); gl.uniform2f(uniform('focusTo'), ...focus(images[r.to]!)); // Eased, and stretched past 0..1 so the noise threshold fully covers both images at the ends. gl.uniform1f(uniform('progress'), (1 - (1 - progress) ** 3) * 1.3 - .15); gl.drawArrays(gl.TRIANGLES, 0, 3); root.current!.dataset.transitioning = ''; if (progress >= 1) { r.active = false; delete root.current!.dataset.transitioning; return false; } return true; }); useEffect(() => { const element = canvas.current, section = root.current; if (!element || !section || reducedMotion()) return; const pictures = [...section.querySelectorAll('.bs-imagefade__slide img')]; Promise.all(pictures.map(image => image.decode().catch(() => undefined))).then(() => { const created = createStage(element, dissolveShader); if (!created) return; const { gl } = created; try { const textures = pictures.map(image => { const texture = gl.createTexture()!; gl.bindTexture(gl.TEXTURE_2D, texture); for (const [key, value] of [[gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE], [gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE], [gl.TEXTURE_MIN_FILTER, gl.LINEAR]] as const) gl.texParameteri(gl.TEXTURE_2D, key, value); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); return texture; }); stage.current = { stage: created, textures }; } catch { /* cross-origin images: keep the instant swap */ } }); }, [images]); const go = (step: number) => { if (images.length < 2) return; const to = (index + step + images.length) % images.length; if (stage.current) { run.current = { from: index, to, start: performance.now(), active: true }; root.current!.dataset.transitioning = ''; wake.current(); } setIndex(to); }; return
{ if (event.key === 'ArrowRight') go(1); if (event.key === 'ArrowLeft') go(-1); }}>
{ swipe.current = event.clientX; }} onPointerUp={event => { if (swipe.current !== null && Math.abs(event.clientX - swipe.current) > 40) go(event.clientX < swipe.current ? 1 : -1); swipe.current = null; }}> {images.map((image, at) =>
)}
{images.length > 1 &&

{index + 1} / {images.length}

}
; }