usva
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Atmospheres Core
npx shadcn add "https://usva.build/r/atmospheres-core.json"free
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Dependencies
Bundle weight · heavywebglanimationmotion
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Files6 · source cached 10/14/2026, 12:51:24 PM
atmospheres-color.ts
export type Rgb = [number, number, number];
/** Dark ground: emit. Light ground: stain the ground like pigment. */
export type BlendMode = "emissive" | "absorptive";
const BLACK: Rgb = [0, 0, 0];
/**
* A canvas cannot sample the page behind it, so every colour reaches the shader
* as channels. Tokens are authored in oklch, and painting the string into a 1px
* canvas is the only reliable way to resolve an arbitrary CSS colour.
*/
export function resolveColor(value: string): Rgb {
if (typeof document === "undefined") return BLACK;
const text = value.trim();
if (!text) return BLACK;
try {
const canvas = document.createElement("canvas");
canvas.width = 1;
canvas.height = 1;
const ctx = canvas.getContext("2d", { willReadFrequently: true });
if (!ctx) return BLACK;
ctx.fillStyle = text;
ctx.fillRect(0, 0, 1, 1);
const [r, g, b] = ctx.getImageData(0, 0, 1, 1).data;
return [(r ?? 0) / 255, (g ?? 0) / 255, (b ?? 0) / 255];
} catch {
return BLACK;
}
}
function toLinear(channel: number): number {
const c = Math.min(Math.max(channel, 0), 1);
return c <= 0.04045 ? c / 12.92 : ((c + 0.055) / 1.055) ** 2.4;
}
/** WCAG relative luminance, 0..1, from sRGB channels. */
export function relativeLuminance([r, g, b]: Rgb): number {
return 0.2126 * toLinear(r) + 0.7152 * toLinear(g) + 0.0722 * toLinear(b);
}
/**
* The house law. Emissive glow on a light ground cannot be made to look matte,
* so a light ground flips the atmosphere to pigment. The threshold sits well clear
* of both poles: savi beige lands near 0.72, every dark theme under 0.02.
*/
export const LIGHT_GROUND = 0.4;
export function blendModeFor(background: Rgb): BlendMode {
return relativeLuminance(background) > LIGHT_GROUND
? "absorptive"
: "emissive";
}
export function resolveBlendMode(
override: BlendMode | undefined,
background: Rgb,
): BlendMode {
return override ?? blendModeFor(background);
}
/**
* The compositing half of the flip. Emissive canvases add their light to the
* page; absorptive ones multiply, so a translucent pixel stains the ground and
* a transparent one leaves it untouched.
*/
export function blendStyleFor(mode: BlendMode): {
mixBlendMode: "plus-lighter" | "multiply";
} {
return {
mixBlendMode: mode === "absorptive" ? "multiply" : "plus-lighter",
};
}
/** 1.0 when the shader should absorb, 0.0 when it should emit. */
export function blendUniform(mode: BlendMode): number {
return mode === "absorptive" ? 1 : 0;
}
function mixRgb(a: Rgb, b: Rgb, t: number): Rgb {
return [
a[0] + (b[0] - a[0]) * t,
a[1] + (b[1] - a[1]) * t,
a[2] + (b[2] - a[2]) * t,
];
}
export function pigmentFor(hue: Rgb, ink: Rgb): Rgb {
return mixRgb(ink, hue, 0.22);
}
export const MAX_STAIN = 0.62;
atmospheres-ground.ts
import type { BlendMode } from "./atmospheres-color";
export type GroundSupport = "port" | "restrict" | "forbid";
export const LIGHT_GROUND_SUPPORT = {
kynnos: "port",
vare: "port",
utu: "port",
kuulto: "restrict",
hehku: "forbid",
loimu: "forbid",
kajastus: "forbid",
routa: "port",
} as const satisfies Record<string, GroundSupport>;
export type AtmosphereName = keyof typeof LIGHT_GROUND_SUPPORT;
export function supportsGround(
name: AtmosphereName,
mode: BlendMode,
): GroundSupport | "n/a" {
return mode === "emissive" ? "n/a" : LIGHT_GROUND_SUPPORT[name];
}
/** True when the atmosphere must not paint: a light ground it has no form on. */
export function hiddenOnGround(name: AtmosphereName, mode: BlendMode): boolean {
const support = supportsGround(name, mode);
return support === "forbid" || support === "restrict";
}
atmospheres-glsl.ts
/**
* Shared GLSL as strings, concatenated into a shader at build time. Every
* fragment shader stays standalone: these are functions, never a framework.
* An atmosphere must not redeclare a name it pulls in from here.
*/
const hash13 = /* glsl */ `
float hash11(float p) {
p = fract(p * 0.1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
float hash13(vec3 p) {
p = fract(p * 0.1031);
p += dot(p, p.yzx + 33.33);
return fract((p.x + p.y) * p.z);
}
vec2 hash22(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
vec3 hash33(vec3 p) {
p = fract(p * vec3(0.1031, 0.1030, 0.0973));
p += dot(p, p.yxz + 33.33);
return fract((p.xxy + p.yxx) * p.zyx);
}
`;
const vnoise = /* glsl */ `
float vnoise2(vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float a = hash12(i);
float b = hash12(i + vec2(1.0, 0.0));
float c = hash12(i + vec2(0.0, 1.0));
float d = hash12(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
float vnoise(vec3 x) {
vec3 i = floor(x);
vec3 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float n000 = hash13(i + vec3(0.0, 0.0, 0.0));
float n100 = hash13(i + vec3(1.0, 0.0, 0.0));
float n010 = hash13(i + vec3(0.0, 1.0, 0.0));
float n110 = hash13(i + vec3(1.0, 1.0, 0.0));
float n001 = hash13(i + vec3(0.0, 0.0, 1.0));
float n101 = hash13(i + vec3(1.0, 0.0, 1.0));
float n011 = hash13(i + vec3(0.0, 1.0, 1.0));
float n111 = hash13(i + vec3(1.0, 1.0, 1.0));
return mix(
mix(mix(n000, n100, f.x), mix(n010, n110, f.x), f.y),
mix(mix(n001, n101, f.x), mix(n011, n111, f.x), f.y),
f.z
);
}
`;
const fbm = /* glsl */ `
float fbm(vec3 p, int octaves) {
float a = 0.5;
float s = 0.0;
for (int i = 0; i < octaves; i++) {
s += a * vnoise(p);
p = p * 2.02 + vec3(11.3, 7.7, 3.1);
a *= 0.5;
}
return s;
}
float fbm2(vec2 p, int octaves) {
float a = 0.5;
float s = 0.0;
for (int i = 0; i < octaves; i++) {
s += a * vnoise2(p);
p = p * 2.02 + vec2(11.3, 7.7);
a *= 0.5;
}
return s;
}
`;
const curl = /* glsl */ `
vec3 curlPotential(vec3 p) {
return vec3(
fbm(p, 3),
fbm(p + vec3(31.4, 17.7, 9.2), 3),
fbm(p + vec3(-7.1, 23.9, 41.3), 3)
);
}
/** Divergence-free: the field shears and stretches but never bunches. */
vec3 curl(vec3 p, float eps) {
vec3 dx = vec3(eps, 0.0, 0.0);
vec3 dy = vec3(0.0, eps, 0.0);
vec3 dz = vec3(0.0, 0.0, eps);
vec3 px1 = curlPotential(p + dx);
vec3 px0 = curlPotential(p - dx);
vec3 py1 = curlPotential(p + dy);
vec3 py0 = curlPotential(p - dy);
vec3 pz1 = curlPotential(p + dz);
vec3 pz0 = curlPotential(p - dz);
float k = 1.0 / (2.0 * eps);
return vec3(
(py1.z - py0.z) - (pz1.y - pz0.y),
(pz1.x - pz0.x) - (px1.z - px0.z),
(px1.y - px0.y) - (py1.x - py0.x)
) * k;
}
/** The 2D case is the perpendicular gradient of a scalar potential. */
vec2 curl2(vec2 p, float eps) {
float ny1 = fbm2(p + vec2(0.0, eps), 3);
float ny0 = fbm2(p - vec2(0.0, eps), 3);
float nx1 = fbm2(p + vec2(eps, 0.0), 3);
float nx0 = fbm2(p - vec2(eps, 0.0), 3);
float k = 1.0 / (2.0 * eps);
return vec2(ny1 - ny0, nx0 - nx1) * k;
}
`;
const worley = /* glsl */ `
vec2 worleyF(vec2 p) {
vec2 ip = floor(p);
vec2 fp = fract(p);
float f1 = 8.0;
float f2 = 8.0;
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 g = vec2(float(x), float(y));
vec2 o = hash22(ip + g);
vec2 r = g + o - fp;
float d = dot(r, r);
if (d < f1) {
f2 = f1;
f1 = d;
} else if (d < f2) {
f2 = d;
}
}
}
return vec2(sqrt(f1), sqrt(f2));
}
float worley(vec2 p) {
return worleyF(p).x;
}
/** F2 - F1: zero on the cell walls, so it draws cracks, not cells. */
float craquelure(vec2 p) {
vec2 f = worleyF(p);
return f.y - f.x;
}
`;
const isoband = /* glsl */ `
float isoband(float fb, float aa) {
return smoothstep(0.5 - aa, 0.5, fb) * (1.0 - smoothstep(0.5, 0.5 + aa, fb));
}
/** Anti-aliased contour rims of a field, count bands per unit. */
float isobands(float v, float count) {
float b = v * count;
float aa = fwidth(b) * 1.5 + 0.04;
return isoband(fract(b), aa);
}
`;
const dither = /* glsl */ `
/** Interleaved gradient noise: blue-noise-ish for the cost of one fract. */
float ign(vec2 fragCoord) {
return fract(52.9829189 * fract(dot(fragCoord, vec2(0.06711056, 0.00583715))));
}
vec3 dither(vec3 col, vec2 fragCoord, float amount) {
return col + (ign(fragCoord) - 0.5) * amount;
}
float ditherAlpha(float a, vec2 fragCoord, float amount) {
return a + (ign(fragCoord) - 0.5) * amount;
}
`;
const tonemap = /* glsl */ `
vec3 tonemapExp(vec3 c, float exposure) {
return vec3(1.0) - exp(-c * exposure);
}
vec3 tonemapACES(vec3 x) {
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
}
`;
const stain = /* glsl */ `
float soak(float depth, float sigma) {
return clamp(1.0 - exp(-max(depth, 0.0) * sigma), 0.0, 1.0);
}
vec3 hold(vec3 pigment, float floorLevel) {
float lum = dot(pigment, vec3(0.2126, 0.7152, 0.0722));
return clamp(pigment * (max(lum, floorLevel) / max(lum, 1e-4)), 0.0, 1.0);
}
`;
const composite = /* glsl */ `
/**
* Safari ignores premultipliedAlpha: false and composites the drawing buffer as
* though it were premultiplied, so an unpremultiplied colour is effectively
* divided by its own alpha and blows out. The context is therefore premultiplied
* and every atmosphere ends here.
*
* The alpha is squared and the colour attenuated by it because the old pipeline
* did exactly that: SRC_ALPHA blending into a cleared buffer wrote rgb * a with
* alpha a * a, and the browser then premultiplied again on composite. Every
* atmosphere was tuned against that image, so it is the image, not a mistake to
* unwind.
*/
vec4 composite(vec3 rgb, float alpha) {
float a = clamp(alpha, 0.0, 1.0);
float cov = a * a;
return vec4(clamp(rgb, 0.0, 1.0) * a * cov, cov);
}
`;
interface Chunk {
needs: readonly GlslChunk[];
source: string;
}
export type GlslChunk =
| "hash13"
| "vnoise"
| "fbm"
| "curl"
| "worley"
| "isoband"
| "dither"
| "tonemap"
| "stain"
| "composite";
const CHUNKS: Record<GlslChunk, Chunk> = {
hash13: { needs: [], source: hash13 },
vnoise: { needs: ["hash13"], source: vnoise },
fbm: { needs: ["vnoise"], source: fbm },
curl: { needs: ["fbm"], source: curl },
worley: { needs: ["hash13"], source: worley },
isoband: { needs: [], source: isoband },
dither: { needs: [], source: dither },
tonemap: { needs: [], source: tonemap },
stain: { needs: [], source: stain },
composite: { needs: [], source: composite },
};
export const GLSL_CHUNK_NAMES = Object.keys(CHUNKS) as GlslChunk[];
/** Concatenates chunks with their dependencies, each emitted exactly once. */
export function glsl(...names: readonly GlslChunk[]): string {
const seen = new Set<GlslChunk>();
const parts: string[] = [];
const visit = (name: GlslChunk) => {
if (seen.has(name)) return;
seen.add(name);
for (const need of CHUNKS[name].needs) visit(need);
parts.push(CHUNKS[name].source);
};
for (const name of names) visit(name);
return parts.join("\n");
}
atmospheres-gl.ts
import { Mesh, Program, Renderer, Triangle } from "ogl";
/**
* ogl gates array uniforms on Array.isArray, so vectors must be plain number
* arrays. A Float32Array silently uploads nothing at all.
*/
export type UniformValue = number | number[] | boolean;
export type Uniforms = Record<string, { value: UniformValue }>;
/** Writes a uniform if the shader declares it, so a trimmed shader never throws. */
export function setUniform(
uniforms: Uniforms,
name: string,
value: UniformValue,
): void {
const slot = uniforms[name];
if (slot) slot.value = value;
}
export const fullscreenVertexShader = /* glsl */ `#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
export interface GlSurface {
uniforms: Uniforms;
resize(width: number, height: number, dpr: number): void;
render(): void;
dispose(): void;
}
export interface CreateGlSurfaceOptions {
canvas: HTMLCanvasElement;
fragment: string;
vertex?: string;
uniforms: Uniforms;
onContextLost?: () => void;
}
/**
* The shared shell: a WebGL2 context drawing one fullscreen triangle. It knows
* nothing about any image. Returns null when WebGL2 is unavailable, so callers
* fall back rather than throw.
*/
export function createGlSurface(
options: CreateGlSurfaceOptions,
): GlSurface | null {
const { canvas, fragment, uniforms, onContextLost } = options;
let renderer: Renderer;
try {
renderer = new Renderer({
canvas,
webgl: 2,
dpr: 1,
alpha: true,
// Safari composites the buffer as premultiplied whatever this says, so the
// only value both browsers agree on is true. Shaders end in composite().
premultipliedAlpha: true,
antialias: false,
});
} catch {
return null;
}
const gl = renderer.gl;
if (!gl || !("drawBuffers" in gl)) return null;
gl.clearColor(0, 0, 0, 0);
let program: Program;
try {
program = new Program(gl, {
vertex: options.vertex ?? fullscreenVertexShader,
fragment,
transparent: true,
depthTest: false,
uniforms,
});
} catch {
return null;
}
const mesh = new Mesh(gl, { geometry: new Triangle(gl), program });
const live = program.uniforms as Uniforms;
const handleLost = (event: Event) => {
event.preventDefault();
onContextLost?.();
};
canvas.addEventListener("webglcontextlost", handleLost);
return {
uniforms: live,
resize(width, height, dpr) {
renderer.dpr = dpr;
renderer.setSize(width, height);
const resolution = live.uResolution;
if (resolution) resolution.value = [width * dpr, height * dpr];
},
render() {
renderer.render({ scene: mesh });
},
dispose() {
canvas.removeEventListener("webglcontextlost", handleLost);
program.remove();
mesh.geometry.remove();
},
};
}
use-token-colors.ts
"use client";
import * as React from "react";
import {
type BlendMode,
blendModeFor,
type Rgb,
relativeLuminance,
resolveColor,
} from "./atmospheres-color";
/**
* Increments on every theme change. For atmospheres whose colours come from props
* rather than roles: re-resolve on this and repaint.
*/
export function useThemeVersion(): number {
const [version, setVersion] = React.useState(0);
React.useEffect(() => {
if (typeof MutationObserver === "undefined") return;
const observer = new MutationObserver(() => setVersion((v) => v + 1));
observer.observe(document.documentElement, {
attributes: true,
attributeFilter: ["data-theme", "class", "style"],
});
return () => observer.disconnect();
}, []);
return version;
}
export interface TokenColors<R extends string> {
/** Resolved channels for each requested role, keyed by role name. */
colors: Record<R, Rgb>;
/** The page ground, always resolved, because the blend flip depends on it. */
bg: Rgb;
/** Relative luminance of the ground, 0..1. */
luminance: number;
/** The house law, defaulted from the ground. */
mode: BlendMode;
}
export interface UseTokenColorsOptions {
/** Resolve against a scoped theme node rather than the document root. */
scopeRef?: React.RefObject<HTMLElement | null>;
}
const BLACK: Rgb = [0, 0, 0];
function read<R extends string>(
roles: readonly R[],
scope: HTMLElement | null,
): TokenColors<R> {
const node = scope ?? document.documentElement;
const styles = getComputedStyle(node);
const token = (role: string) =>
styles.getPropertyValue(`--usva-${role}`).trim();
const colors = {} as Record<R, Rgb>;
for (const role of roles) colors[role] = resolveColor(token(role));
const bg = resolveColor(token("bg"));
return {
colors,
bg,
luminance: relativeLuminance(bg),
mode: blendModeFor(bg),
};
}
function fallback<R extends string>(roles: readonly R[]): TokenColors<R> {
const colors = {} as Record<R, Rgb>;
for (const role of roles) colors[role] = BLACK;
return { colors, bg: BLACK, luminance: 0, mode: "emissive" };
}
function serialize<R extends string>(state: TokenColors<R>): string {
return `${state.mode}|${state.bg.join()}|${Object.entries(state.colors)
.map(([role, rgb]) => `${role}:${(rgb as Rgb).join()}`)
.join("|")}`;
}
/**
* Resolves token roles to channels and re-resolves them whenever the theme
* changes. Without the MutationObserver a runtime theme swap leaves every
* canvas painted in the colours of the theme it mounted under.
*/
export function useTokenColors<R extends string>(
roles: readonly R[],
options: UseTokenColorsOptions = {},
): TokenColors<R> {
const { scopeRef } = options;
const key = roles.join(",");
const rolesRef = React.useRef(roles);
rolesRef.current = roles;
const [state, setState] = React.useState<TokenColors<R>>(() =>
fallback(roles),
);
// biome-ignore lint/correctness/useExhaustiveDependencies: the role list rides a ref, so its contents key the effect, not its identity.
React.useEffect(() => {
if (typeof document === "undefined") return;
const current = rolesRef.current;
let last = "";
const sync = () => {
const next = read(current, scopeRef?.current ?? null);
const signature = serialize(next);
if (signature === last) return;
last = signature;
setState(next);
};
sync();
if (typeof MutationObserver === "undefined") return;
const observer = new MutationObserver(sync);
const attributeFilter = ["data-theme", "class", "style"];
observer.observe(document.documentElement, {
attributes: true,
attributeFilter,
});
const scope = scopeRef?.current;
if (scope && scope !== document.documentElement) {
observer.observe(scope, { attributes: true, attributeFilter });
}
return () => observer.disconnect();
}, [key, scopeRef]);
return state;
}
use-gl-canvas.ts
"use client";
import { useReducedMotion } from "motion/react";
import * as React from "react";
import { createGlSurface, type Uniforms } from "./atmospheres-gl";
/** How long the window has to hold still before the drawing buffer is rebuilt. */
const RESIZE_SETTLE_MS = 150;
export interface CaptureOptions {
/** Opaque backdrop painted under the atmosphere, eg the studio canvas colour. */
bg: string;
/** Multiplier on the backing-store size. Defaults to 1 (already dpr-scaled). */
scale?: number;
}
type CaptureFn = (opts: CaptureOptions) => Promise<Blob>;
// The renderer runs with preserveDrawingBuffer:false, so the buffer is only
// readable synchronously in the same tick as render(). Each live canvas
// registers a grabber here; the drawImage read happens in-frame, the toBlob
// after is free.
const captureRegistry = new WeakMap<HTMLCanvasElement, CaptureFn>();
/**
* Take an opaque PNG of a mounted atmosphere. Rejects when the canvas is not a
* currently live atmosphere surface.
*/
export function captureAtmosphere(
canvas: HTMLCanvasElement,
opts: CaptureOptions,
): Promise<Blob> {
const grab = captureRegistry.get(canvas);
if (!grab)
return Promise.reject(new Error("canvas is not a live atmosphere"));
return grab(opts);
}
export interface GlPointer {
/** Pixels from the container centre, y up. */
x: number;
y: number;
/** Eases 0..1 as the pointer enters and leaves. */
amount: number;
inside: boolean;
}
export interface GlFrame {
/** Seconds of visible animation time. Stops accruing while paused. */
time: number;
/** CSS pixels. */
width: number;
height: number;
/** Device pixel ratio actually used for the backing store. */
dpr: number;
pointer: GlPointer;
}
export interface UseGlCanvasOptions {
fragment: string;
vertex?: string;
/** Built once per context. Every uniform the shader reads must appear here. */
uniforms: () => Uniforms;
/** Called before each render. uResolution and uTime are already written. */
onFrame?: (uniforms: Uniforms, frame: GlFrame) => void;
/** Ceiling on the device pixel ratio. Defaults to 2. */
maxDpr?: number;
/** Backing-store scale. 0.5 renders at half res and lets the browser upscale. */
renderScale?: number;
/** Track the pointer over the container. Defaults to false. */
pointer?: boolean;
/** Per-frame ease of pointer.amount toward its target. */
pointerEase?: number;
/** Time fed to the still frame under prefers-reduced-motion. */
stillTime?: number;
/** Mount the context at all. Defaults to true. */
enabled?: boolean;
}
export interface GlCanvas {
containerRef: React.RefObject<HTMLDivElement | null>;
canvasRef: React.RefObject<HTMLCanvasElement | null>;
/** True when a canvas should be mounted: animating or holding a still frame. */
active: boolean;
/** True while the loop is running, false for the reduced-motion still frame. */
animated: boolean;
failed: boolean;
/** Repaint once. Needed when a still frame's inputs change, eg on theme swap. */
redraw: () => void;
}
const DEFAULT_POINTER_EASE = 0.06;
function approach(current: number, target: number, ease: number): number {
return current + (target - current) * ease;
}
/** Composite the GL buffer over an opaque bg. drawImage must run in-frame. */
function grabToBlob(
src: HTMLCanvasElement,
{ bg, scale = 1 }: CaptureOptions,
): Promise<Blob> {
const w = Math.max(1, Math.round(src.width * scale));
const h = Math.max(1, Math.round(src.height * scale));
const out = document.createElement("canvas");
out.width = w;
out.height = h;
const ctx = out.getContext("2d");
if (!ctx) return Promise.reject(new Error("2d context unavailable"));
ctx.fillStyle = bg;
ctx.fillRect(0, 0, w, h);
ctx.drawImage(src, 0, 0, w, h);
return new Promise((resolve, reject) => {
out.toBlob(
(blob) => (blob ? resolve(blob) : reject(new Error("toBlob failed"))),
"image/png",
);
});
}
/**
* The plumbing every atmosphere repeats: context, sizing, pause, reduced motion,
* context loss and cleanup ordering. It owns no image and no parameters.
*/
export function useGlCanvas(options: UseGlCanvasOptions): GlCanvas {
const {
fragment,
vertex,
maxDpr = 2,
renderScale = 1,
pointer: trackPointer = false,
pointerEase = DEFAULT_POINTER_EASE,
stillTime = 0,
enabled = true,
} = options;
const reduced = useReducedMotion();
const containerRef = React.useRef<HTMLDivElement | null>(null);
const canvasRef = React.useRef<HTMLCanvasElement | null>(null);
const redrawRef = React.useRef<() => void>(() => {});
const buildRef = React.useRef(options.uniforms);
buildRef.current = options.uniforms;
const frameRef = React.useRef(options.onFrame);
frameRef.current = options.onFrame;
const [failed, setFailed] = React.useState(false);
const [mounted, setMounted] = React.useState(false);
React.useEffect(() => setMounted(true), []);
const live = mounted && enabled && !failed;
const animated = live && !reduced;
const still = live && !!reduced;
const active = animated || still;
React.useEffect(() => {
if (!active) return;
const canvas = canvasRef.current;
const container = containerRef.current;
if (!canvas || !container) return;
const surface = createGlSurface({
canvas,
fragment,
vertex,
uniforms: buildRef.current(),
onContextLost: () => setFailed(true),
});
if (!surface) {
setFailed(true);
return;
}
const scale = Math.max(renderScale, 0.1);
let width = 0;
let height = 0;
let dpr = 0;
const stretch = () => {
const box = container.getBoundingClientRect();
const w = Math.ceil(box.width);
const h = Math.ceil(box.height);
if (w <= 0 || h <= 0) return false;
canvas.style.width = `${w}px`;
canvas.style.height = `${h}px`;
return true;
};
const measure = () => {
const box = container.getBoundingClientRect();
const w = Math.ceil(box.width);
const h = Math.ceil(box.height);
if (w <= 0 || h <= 0) return false;
const nextDpr = Math.min(window.devicePixelRatio || 1, maxDpr) * scale;
if (w !== width || h !== height || nextDpr !== dpr) {
canvas.style.width = `${w}px`;
canvas.style.height = `${h}px`;
surface.resize(w, h, nextDpr);
}
width = w;
height = h;
dpr = nextDpr;
return true;
};
let settleTimer = 0;
const settle = (after: () => void) => {
stretch();
window.clearTimeout(settleTimer);
settleTimer = window.setTimeout(() => {
if (measure()) after();
}, RESIZE_SETTLE_MS);
};
const pointer: GlPointer = { x: 0, y: 0, amount: 0, inside: false };
let pointerTarget = 0;
let elapsed = 0;
let pending: {
opts: CaptureOptions;
resolve: (blob: Blob) => void;
reject: (err: unknown) => void;
} | null = null;
const draw = (time: number) => {
pointer.amount = approach(pointer.amount, pointerTarget, pointerEase);
const u = surface.uniforms;
const clock = u.uTime;
if (clock) clock.value = time;
frameRef.current?.(u, { time, width, height, dpr, pointer });
surface.render();
if (pending) {
const { opts, resolve, reject } = pending;
pending = null;
grabToBlob(canvas, opts).then(resolve, reject);
}
};
redrawRef.current = () => {
if (measure()) draw(still ? stillTime : elapsed);
};
if (!measure()) {
surface.dispose();
return;
}
captureRegistry.set(
canvas,
(opts) =>
new Promise<Blob>((resolve, reject) => {
pending = { opts, resolve, reject };
// Force one in-frame draw+grab; covers the paused and still cases too.
redrawRef.current();
}),
);
if (still) {
draw(stillTime);
const observer =
typeof ResizeObserver === "undefined"
? null
: new ResizeObserver(() => {
settle(() => draw(stillTime));
});
observer?.observe(container);
return () => {
redrawRef.current = () => {};
captureRegistry.delete(canvas);
window.clearTimeout(settleTimer);
observer?.disconnect();
surface.dispose();
canvas.style.width = "";
canvas.style.height = "";
};
}
let raf = 0;
let last = performance.now();
let killed = false;
const tick = () => {
if (killed) return;
const now = performance.now();
elapsed += (now - last) / 1000;
last = now;
draw(elapsed);
raf = requestAnimationFrame(tick);
};
const stop = () => cancelAnimationFrame(raf);
const run = () => {
last = performance.now();
stop();
raf = requestAnimationFrame(tick);
};
let box = container.getBoundingClientRect();
const remeasure = () => {
box = container.getBoundingClientRect();
};
const onMove = (event: PointerEvent) => {
if (!trackPointer) return;
pointer.x = event.clientX - box.left - box.width / 2;
pointer.y = box.height / 2 - (event.clientY - box.top);
pointer.inside = true;
pointerTarget = 1;
};
const onLeave = () => {
pointer.inside = false;
pointerTarget = 0;
};
if (trackPointer) {
container.addEventListener("pointermove", onMove, { passive: true });
container.addEventListener("pointerleave", onLeave, { passive: true });
window.addEventListener("scroll", remeasure, {
passive: true,
capture: true,
});
}
let visible = true;
const io =
typeof IntersectionObserver === "undefined"
? null
: new IntersectionObserver((entries) => {
visible = entries[0]?.isIntersecting ?? true;
if (visible && !document.hidden) run();
else stop();
});
io?.observe(container);
const onVisibility = () => {
if (document.hidden || !visible) stop();
else run();
};
document.addEventListener("visibilitychange", onVisibility);
const observer =
typeof ResizeObserver === "undefined"
? null
: new ResizeObserver(() => {
settle(remeasure);
});
observer?.observe(container);
run();
return () => {
killed = true;
redrawRef.current = () => {};
captureRegistry.delete(canvas);
window.clearTimeout(settleTimer);
if (trackPointer) {
container.removeEventListener("pointermove", onMove);
container.removeEventListener("pointerleave", onLeave);
window.removeEventListener("scroll", remeasure, { capture: true });
}
io?.disconnect();
document.removeEventListener("visibilitychange", onVisibility);
observer?.disconnect();
stop();
surface.dispose();
canvas.style.width = "";
canvas.style.height = "";
};
}, [
active,
still,
fragment,
vertex,
maxDpr,
renderScale,
trackPointer,
pointerEase,
stillTime,
]);
const redraw = React.useCallback(() => redrawRef.current(), []);
return { containerRef, canvasRef, active, animated, failed, redraw };
}