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“use client” /** * Sculpture Hero — liquid particle hero * by guglielmogiannattasio.it * * The sculpture is rebuilt from ~100k GPU-simulated particles sampled from * its own pixels. The cursor turns the material liquid; it settles back into * the crisp image. Without WebGL2 the static image is shown. */ import * as React from “react” /* ──────────────────────────────────────────────────────────────────── Engine (WebGL2 GPGPU particles) ──────────────────────────────────────────────────────────────────── */ type Rect = { x: number; y: number; w: number; h: number } interface EngineOptions { interactive: boolean strength: number radius: number density: number dotSize: number spread: number turbulence: number returnSpeed: number streaks: boolean restStyle: “image” | “particles” ambient: boolean ambientIntensity: number speed: number intro: boolean reducedMotion: boolean bg: [number, number, number] /** null = detected from the image corners */ imgBg: [number, number, number] | null /** 0 – 2: how much the whole sculpture flows while the cursor is over it */ liquid: number } function clamp(v: number, a: number, b: number) { return Math.min(b, Math.max(a, v)) } function hexToRgb(hex: string, fallback: [number, number, number]): [number, number, number] { if (typeof hex !== “string”) return fallback const s = hex.trim() let m = s.match(/^#?([0-9a-f]{3})$/i) if (m) { const [r, g, b] = m[1].split(“”).map((c) => parseInt(c + c, 16) / 255) return [r, g, b] } m = s.match(/^#?([0-9a-f]{6})([0-9a-f]{2})?$/i) if (m) { const n = parseInt(m[1], 16) return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255] } m = s.match(/^rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/i) if (m) return [+m[1] / 255, +m[2] / 255, +m[3] / 255] return fallback } /* ── shaders ─────────────────────────────────────────────────────────── */ const NOISE = ` float hash(vec2 p){ p = fract(p*vec2(123.34,456.21)); p += dot(p,p+45.32); return fract(p.x*p.y); } float vnoise(vec2 p){ vec2 i=floor(p); vec2 f=fract(p); vec2 u=f*f*f*(f*(f*6.0-15.0)+10.0); return mix(mix(hash(i),hash(i+vec2(1.0,0.0)),u.x), mix(hash(i+vec2(0.0,1.0)),hash(i+vec2(1.0,1.0)),u.x), u.y); } vec2 ambientField(vec2 uv, float t){ vec2 q = uv*vec2(3.2,1.7); vec2 a = vec2(vnoise(q+vec2(t*0.11,0.0))-0.5, vnoise(q+vec2(5.2,t*0.08)+3.1)-0.5); vec2 q2 = uv*vec2(7.5,4.0) + vec2(-t*0.19, t*0.13); vec2 b = vec2(vnoise(q2+1.7)-0.5, vnoise(q2+9.3)-0.5); return a + b*0.45; } ` /* energy of the material at a point: shared by image and particles so the cross-fade is exactly complementary */ const ENERGY = ` float energyAt(vec2 rectPx, vec2 mouse, float radius, float presence, float wakeEnergy){ vec2 d = rectPx – mouse; float f = exp(-dot(d,d)/(radius*radius))*presence; return smoothstep(0.06, 0.5, f*1.15 + wakeEnergy*1.7); } ` const QUAD_VS = `#version 300 es layout(location=0) in vec2 aPos; out vec2 vUv; void main(){ vUv = aPos*0.5+0.5; gl_Position = vec4(aPos,0.0,1.0); } ` /* Flow map (cursor wake). RGBA8: velocity encoded around 128, energy in B. */ const FLOW_FS = `#version 300 es precision highp float; in vec2 vUv; out vec4 o; uniform sampler2D uPrev; uniform vec2 uTexel; uniform vec2 uMouse; uniform vec2 uVel; uniform vec2 uSize; uniform float uRadius; uniform float uPresence; uniform float uDecay; vec2 decV(vec4 c){ return (c.rg*255.0-128.0)/127.0; } void main(){ vec2 v0 = decV(texture(uPrev, vUv)); vec2 uv = vUv – v0*uTexel*2.5; vec4 c = texture(uPrev, uv)*0.52 + 0.12*(texture(uPrev, uv+vec2(uTexel.x,0.0)) + texture(uPrev, uv-vec2(uTexel.x,0.0)) + texture(uPrev, uv+vec2(0.0,uTexel.y)) + texture(uPrev, uv-vec2(0.0,uTexel.y))); vec2 v = decV(c); float p = c.b; vec2 d = (vUv-uMouse)*uSize; float f = exp(-dot(d,d)/(uRadius*uRadius))*uPresence; float sp = clamp(length(uVel)*2.5, 0.0, 1.0); v += uVel*f*0.22; p = max(p, f*sp); v *= uDecay; p *= uDecay; v = sign(v)*max(abs(v)-1.2/127.0, 0.0); p = max(p-1.2/255.0, 0.0); v = clamp(v, -1.0, 1.0); o = vec4((v*127.0+128.0)/255.0, p, 1.0); } ` /* GPGPU step: state = (offset.xy, velocity.xy) in rect CSS px. */ const SIM_FS = `#version 300 es precision highp float; out vec4 o; uniform sampler2D uState; uniform sampler2D uHome; uniform sampler2D uFlow; uniform vec2 uSize; uniform vec2 uMouse; uniform float uRadius; uniform float uPresence; uniform float uStrength; uniform float uSpread; uniform float uTurb; uniform float uReturn; uniform float uTime; uniform float uDt; uniform float uIntro; ${NOISE} vec2 curl(vec2 p){ const float e = 0.35; float a = vnoise(p+vec2(0.0,e)) – vnoise(p-vec2(0.0,e)); float b = vnoise(p+vec2(e,0.0)) – vnoise(p-vec2(e,0.0)); return vec2(a, -b)/(2.0*e); } void main(){ ivec2 ij = ivec2(gl_FragCoord.xy); vec4 hm = texelFetch(uHome, ij, 0); if(hm.w <= 0.0){ o = vec4(0.0); return; } vec4 st = texelFetch(uState, ij, 0); vec2 off = st.xy; vec2 vel = st.zw; float sd = hm.z; float light = 0.45 + sd*1.1; vec2 p = hm.xy*uSize + off; vec4 fl = texture(uFlow, clamp(p/uSize, 0.0, 1.0)); vec2 wake = (fl.rg*255.0-128.0)/127.0; float pr = fl.b; vec2 toM = p - uMouse; float r2 = dot(toM,toM); float f = exp(-r2/(uRadius*uRadius))*uPresence; vec2 n = toM*inversesqrt(r2+1.0); float e = clamp(pr*2.0 + f, 0.0, 1.0); vec2 acc = vec2(0.0); // blown outward and swirled around the cursor acc += n*f*1.25*uStrength*uSpread*light; acc += vec2(-n.y, n.x)*f*1.45*uStrength*uSpread*(0.4+sd); // carried by the liquid wake acc += (wake*42.0*uSpread*light - vel)*e*0.08; // curl-noise turbulence where the material is disturbed (and during the intro) vec2 q = p*0.0095 + vec2(uTime*0.35, -uTime*0.2); vec2 c = curl(q) + 0.5*curl(q*2.3 + 7.1); acc += c*(e*1.2*uSpread + uIntro*1.5)*uTurb*light; // elastic return home float k = (0.006 + 0.02*uReturn)*(0.65+sd*0.7)*(1.0 - uIntro*0.75); acc -= off*k; vel += acc*uDt; vel *= pow(mix(0.93, 0.955, e), uDt); off += vel*uDt; if(dot(off,off) < 0.0004 && dot(vel,vel) < 0.0004){ off = vec2(0.0); vel = vec2(0.0); } o = vec4(off, vel); } ` /* Particles: one instanced quad per particle, a capsule stretched along velocity. */ const PART_VS = `#version 300 es precision highp float; layout(location=0) in vec2 aCorner; uniform sampler2D uState; uniform sampler2D uHome; uniform sampler2D uCol; uniform sampler2D uFlow; uniform int uTexW; uniform vec4 uRect; uniform vec2 uRes; uniform vec2 uMouse; uniform float uRadius; uniform float uPresence; uniform float uDot; uniform float uTime; uniform float uAmbient; uniform float uStreak; uniform float uIntroVis; uniform float uRest; uniform vec3 uTint; out vec2 vLocal; out float vHalfLen; out float vR; out vec3 vCol; out float vA; ${NOISE} ${ENERGY} void main(){ int id = gl_InstanceID; ivec2 ij = ivec2(id % uTexW, id / uTexW); vec4 hm = texelFetch(uHome, ij, 0); vec4 st = texelFetch(uState, ij, 0); vec4 cl = texelFetch(uCol, ij, 0); float wakeE = texture(uFlow, hm.xy).b; float E = energyAt(hm.xy*uRect.zw, uMouse, uRadius, uPresence, wakeE); float lift = smoothstep(0.35, 2.5, length(st.xy)); float a = max(max(E, lift), max(uRest, 1.0-uIntroVis)); if(a < 0.01 || hm.w <= 0.0){ gl_Position = vec4(2.0,2.0,2.0,1.0); return; } vec2 base = uRect.xy + hm.xy*uRect.zw + st.xy; base -= ambientField(hm.xy, uTime)*10.0*uAmbient; vec2 v = st.zw; float sp = length(v); vec2 dir = sp > 0.001 ? v/sp : vec2(1.0,0.0); float r = uDot*hm.w*0.5; float len = min(sp*1.25, 18.0)*uStreak; vec2 lc = aCorner*vec2(r + len*0.5 + 1.0, r + 1.0); vec2 center = base – dir*len*0.5; vec2 world = center + dir*lc.x + vec2(-dir.y, dir.x)*lc.y; vec2 clip = world/uRes*2.0-1.0; gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0); vLocal = lc; vHalfLen = len*0.5; vR = r; vec3 col = cl.rgb*uTint; // fast material catches the light, like liquid metal float glint = smoothstep(2.0, 16.0, sp); col = mix(col, min(col*1.18 + vec3(0.07,0.075,0.085), vec3(1.0)), glint*0.75); vCol = col; vA = a; } ` const PART_FS = `#version 300 es precision highp float; in vec2 vLocal; in float vHalfLen; in float vR; in vec3 vCol; in float vA; uniform float uDpr; out vec4 o; void main(){ vec2 q = vec2(max(abs(vLocal.x)-vHalfLen, 0.0), vLocal.y); float d = length(q) – vR; float a = clamp(0.5 – d*uDpr, 0.0, 1.0); // comet tail: the trailing end thins out float tail = vHalfLen > 0.0 ? clamp(0.5 – vLocal.x/(2.0*(vHalfLen+vR)), 0.0, 1.0) : 0.0; a *= 1.0 – tail*0.55; a *= vA; if(a < 0.004) discard; o = vec4(vCol*a, a); } ` /* Image pass: the crisp sculpture, gently lensed, fading out where the material has turned liquid. */ const IMAGE_FS = `#version 300 es precision highp float; out vec4 o; uniform sampler2D uImg; uniform sampler2D uFlow; uniform vec2 uRes; uniform float uDpr; uniform vec4 uRect; uniform vec3 uBg; uniform vec3 uImgBg; uniform vec2 uMouse; uniform float uPresence; uniform float uRadius; uniform float uStrength; uniform float uTime; uniform float uAmbient; uniform float uIntroVis; uniform float uRest; uniform float uAlphaMode; ${NOISE} ${ENERGY} void main(){ vec2 px = vec2(gl_FragCoord.x, uRes.y*uDpr - gl_FragCoord.y)/uDpr; vec2 size = uRect.zw; vec2 uv = (px-uRect.xy)/size; if(uv.x < -0.05 || uv.x > 1.05 || uv.y < -0.12 || uv.y > 1.12){ o = vec4(0.0); return; } vec4 fl = texture(uFlow, clamp(uv,0.0,1.0)); vec2 vel = (fl.rg*255.0-128.0)/127.0; vec2 rp = uv*size; vec2 toM = rp – uMouse; float fall = exp(-dot(toM,toM)/(uRadius*uRadius))*uPresence; vec2 disp = -toM*0.22*uStrength*fall – vel*10.0*uStrength; disp += ambientField(uv, uTime)*10.0*uAmbient; vec2 suv = uv + disp/size; vec4 tx = texture(uImg, suv); vec3 col = tx.rgb; vec2 e = smoothstep(vec2(0.0), vec2(0.004,0.01), suv) * smoothstep(vec2(1.0), vec2(0.996,0.99), suv); // cut-out images carry their own alpha; flat-background images are keyed by colour float key = uAlphaMode > 0.5 ? tx.a : smoothstep(0.012, 0.05, length(col-uImgBg)); float k = key*e.x*e.y; float E = energyAt(rp, uMouse, uRadius, uPresence, fl.b); float show = (1.0 – max(E, uRest))*uIntroVis; vec3 mat = uAlphaMode > 0.5 ? col : col*(uBg/max(uImgBg, vec3(0.001))); // premultiplied: empty areas stay transparent so the page (and the backdrop word) shows through float A = k*show; o = vec4(mat*A, A); } ` /* ── helpers ─────────────────────────────────────────────────────────── */ type Prog = { p: WebGLProgram; u: Record } function compile(gl: WebGL2RenderingContext, vs: string, fs: string): Prog { const make = (type: number, src: string) => { const sh = gl.createShader(type)! gl.shaderSource(sh, src) gl.compileShader(sh) if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) { const log = gl.getShaderInfoLog(sh) gl.deleteShader(sh) throw new Error(“Shader: ” + log) } return sh } const p = gl.createProgram()! const v = make(gl.VERTEX_SHADER, vs) const f = make(gl.FRAGMENT_SHADER, fs) gl.attachShader(p, v) gl.attachShader(p, f) gl.bindAttribLocation(p, 0, “aPos”) gl.linkProgram(p) gl.deleteShader(v) gl.deleteShader(f) if (!gl.getProgramParameter(p, gl.LINK_STATUS)) throw new Error(“Link: ” + gl.getProgramInfoLog(p)) const u: Record = {} const n = gl.getProgramParameter(p, gl.ACTIVE_UNIFORMS) for (let i = 0; i < n; i++) { const info = gl.getActiveUniform(p, i) if (info) u[info.name] = gl.getUniformLocation(p, info.name) } return { p, u } } /* ── engine ──────────────────────────────────────────────────────────── */ const TEX_W = 1024 const SETTLE_FRAMES = 270 class LiquidEngine { lastImage: HTMLImageElement | null = null /** Called once, after the first frame has actually been drawn. */ onFirstFrame: (() => void) | null = null private canvas: HTMLCanvasElement private gl: WebGL2RenderingContext private opts: EngineOptions private onFail: () => void private lowPower = false private stateFormat: { internal: number; type: number } = { internal: 0, type: 0 } private pFlow!: Prog private pSim!: Prog private pPart!: Prog private pImg!: Prog private vao!: WebGLVertexArrayObject private quad!: WebGLBuffer private imgTex: WebGLTexture | null = null private flowTex: WebGLTexture[] = [] private flowFb: WebGLFramebuffer[] = [] private flowW = 256 private flowH = 104 private flowIdx = 0 private flowDirty = false private homeTex: WebGLTexture | null = null private colTex: WebGLTexture | null = null private stateTex: WebGLTexture[] = [] private stateFb: WebGLFramebuffer[] = [] private stateIdx = 0 private texH = 1 private n = 0 private gridW = 1 private stateDirty = false private alphaMode = false private imgBg: [number, number, number] = [0.918, 0.914, 0.906] private flowing = 0 private aspect = 2.5 private rect: Rect = { x: 0, y: 0, w: 1, h: 1 } private cssW = 1 private cssH = 1 private target = { x: -9999, y: -9999 } private mouse = { x: -9999, y: -9999 } private prevMouse = { x: -9999, y: -9999 } private mvel = { x: 0, y: 0 } private presence = 0 private presenceTarget = 0 private burst = 0 private lastInput = -1e9 private settle = 1e9 private touchRelease = 0 private time = 0 private introT = 1 private raf = 0 private running = false private last = 0 private skip = 0 private visible = true private ready = false private destroyed = false private lost = false constructor(canvas: HTMLCanvasElement, opts: EngineOptions, onFail: () => void) { this.canvas = canvas this.opts = opts this.onFail = onFail // alpha: an unpresented canvas stays transparent, so the static image under it shows const gl = canvas.getContext(“webgl2”, { alpha: true, antialias: false, depth: false, stencil: false, premultipliedAlpha: true, preserveDrawingBuffer: false, powerPreference: “high-performance”, }) as WebGL2RenderingContext | null if (!gl) throw new Error(“WebGL2 unavailable”) this.gl = gl const nav = navigator as Navigator & { deviceMemory?: number } this.lowPower = (nav.hardwareConcurrency || 8) <= 4 || (nav.deviceMemory || 8) <= 4 || window.matchMedia("(pointer: coarse)").matches this.initGL() canvas.addEventListener("webglcontextlost", this.onLost, false) } private onLost = (e: Event) => { e.preventDefault() this.lost = true this.stop() this.onFail() } private initGL() { const gl = this.gl // float render targets: RGBA16F is enough (offsets in px, sub-pixel precision) const full = gl.getExtension(“EXT_color_buffer_float”) const half = full ? null : gl.getExtension(“EXT_color_buffer_half_float”) if (!full && !half) throw new Error(“No float render targets”) this.stateFormat = { internal: gl.RGBA16F, type: gl.HALF_FLOAT } this.pFlow = compile(gl, QUAD_VS, FLOW_FS) this.pSim = compile(gl, QUAD_VS, SIM_FS) this.pPart = compile(gl, PART_VS, PART_FS) this.pImg = compile(gl, QUAD_VS, IMAGE_FS) this.vao = gl.createVertexArray()! gl.bindVertexArray(this.vao) this.quad = gl.createBuffer()! gl.bindBuffer(gl.ARRAY_BUFFER, this.quad) gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW) gl.enableVertexAttribArray(0) gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0) for (let i = 0; i < 2; i++) { const t = this.makeTex(gl.RGBA8, this.flowW, this.flowH, gl.RGBA, gl.UNSIGNED_BYTE, null, gl.LINEAR) const fb = gl.createFramebuffer()! gl.bindFramebuffer(gl.FRAMEBUFFER, fb) gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t, 0) this.flowTex.push(t) this.flowFb.push(fb) } this.clearFlow() } private makeTex( internal: number, w: number, h: number, format: number, type: number, data: ArrayBufferView | null, filter: number ) { const gl = this.gl const t = gl.createTexture()! gl.bindTexture(gl.TEXTURE_2D, t) gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1) gl.texImage2D(gl.TEXTURE_2D, 0, internal, w, h, 0, format, type, data) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) return t } private clearFlow() { const gl = this.gl for (const fb of this.flowFb) { gl.bindFramebuffer(gl.FRAMEBUFFER, fb) gl.viewport(0, 0, this.flowW, this.flowH) gl.clearColor(128 / 255, 128 / 255, 0, 1) gl.clear(gl.COLOR_BUFFER_BIT) } gl.bindFramebuffer(gl.FRAMEBUFFER, null) this.flowDirty = false } private clearState() { const gl = this.gl for (const fb of this.stateFb) { gl.bindFramebuffer(gl.FRAMEBUFFER, fb) gl.viewport(0, 0, TEX_W, this.texH) gl.clearColor(0, 0, 0, 0) gl.clear(gl.COLOR_BUFFER_BIT) } gl.bindFramebuffer(gl.FRAMEBUFFER, null) this.stateDirty = false } setImage(img: HTMLImageElement) { if (this.destroyed || this.lost) return const gl = this.gl this.lastImage = img this.aspect = img.naturalWidth / img.naturalHeight || 2.5 this.flowH = Math.max(32, Math.round(this.flowW / this.aspect)) for (const t of this.flowTex) { gl.bindTexture(gl.TEXTURE_2D, t) gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, this.flowW, this.flowH, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) } this.clearFlow() if (this.imgTex) gl.deleteTexture(this.imgTex) this.imgTex = gl.createTexture() gl.bindTexture(gl.TEXTURE_2D, this.imgTex) gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false) gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img) gl.generateMipmap(gl.TEXTURE_2D) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) this.buildParticles(img) this.ready = true if (this.opts.intro && !this.opts.reducedMotion) this.startIntro() this.wake() } /** One particle per material pixel of a grid laid over the image. */ private buildParticles(img: HTMLImageElement) { const gl = this.gl const baseGrid = this.lowPower ? 640 : 1000 const gw = Math.round(baseGrid * Math.sqrt(clamp(this.opts.density, 0.15, 2))) const gh = Math.max(1, Math.round(gw / this.aspect)) this.gridW = gw let data: Uint8ClampedArray try { const c = document.createElement("canvas") c.width = gw c.height = gh const ctx = c.getContext("2d", { willReadFrequently: true })! ctx.imageSmoothingQuality = "high" ctx.drawImage(img, 0, 0, gw, gh) data = ctx.getImageData(0, 0, gw, gh).data } catch { throw new Error("Image is not CORS-readable") } // a cut-out (transparent) image is sampled by alpha, a flat one by colour distance let transparent = 0 for (let i = 3; i < data.length; i += 4 * 7) if (data[i] < 250) transparent++ this.alphaMode = transparent > data.length / (4 * 7) / 20 if (this.opts.imgBg) this.imgBg = this.opts.imgBg else if (!this.alphaMode) { // flat background: average the four corners let r = 0, g = 0, b = 0, n = 0 const pw = Math.max(2, Math.round(gw * 0.012)) for (const [cx, cy] of [[0, 0], [gw – pw, 0], [0, gh – pw], [gw – pw, gh – pw]]) { for (let y = cy; y < cy + pw; y++) for (let x = cx; x < cx + pw; x++) { const i = (y * gw + x) * 4 r += data[i]; g += data[i + 1]; b += data[i + 2]; n++ } } this.imgBg = [r / n / 255, g / n / 255, b / n / 255] } const home: number[] = [] const col: number[] = [] for (let y = 0; y < gh; y++) { for (let x = 0; x < gw; x++) { const i = (y * gw + x) * 4 const r = data[i] / 255 const g = data[i + 1] / 255 const b = data[i + 2] / 255 if (this.alphaMode) { const a = data[i + 3] / 255 if (a < 0.12) continue if (a < 0.5 && Math.random() > a * 2) continue } else { const dev = Math.hypot(r – this.imgBg[0], g – this.imgBg[1], b – this.imgBg[2]) if (dev < 0.03) continue if (dev < 0.07 && Math.random() > (dev – 0.03) / 0.04) continue } const jx = (Math.random() – 0.5) * 0.6 const jy = (Math.random() – 0.5) * 0.6 home.push((x + 0.5 + jx) / gw, (y + 0.5 + jy) / gh, Math.random(), 0.85 + Math.random() * 0.3) col.push(data[i], data[i + 1], data[i + 2], 255) } } const n = home.length / 4 this.n = n this.texH = Math.max(1, Math.ceil(n / TEX_W)) const total = TEX_W * this.texH const homeArr = new Float32Array(total * 4) homeArr.set(home) const colArr = new Uint8Array(total * 4) colArr.set(col) for (const t of [this.homeTex, this.colTex, …this.stateTex]) if (t) gl.deleteTexture(t) for (const f of this.stateFb) gl.deleteFramebuffer(f) this.stateTex = [] this.stateFb = [] this.homeTex = this.makeTex(gl.RGBA32F, TEX_W, this.texH, gl.RGBA, gl.FLOAT, homeArr, gl.NEAREST) this.colTex = this.makeTex(gl.RGBA8, TEX_W, this.texH, gl.RGBA, gl.UNSIGNED_BYTE, colArr, gl.NEAREST) for (let i = 0; i < 2; i++) { const t = this.makeTex(this.stateFormat.internal, TEX_W, this.texH, gl.RGBA, this.stateFormat.type, null, gl.NEAREST) const fb = gl.createFramebuffer()! gl.bindFramebuffer(gl.FRAMEBUFFER, fb) gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, t, 0) if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) throw new Error("Float FBO incomplete") this.stateTex.push(t) this.stateFb.push(fb) } gl.bindFramebuffer(gl.FRAMEBUFFER, null) this.homeData = homeArr this.clearState() } private homeData: Float32Array | null = null private startIntro() { const gl = this.gl const home = this.homeData if (!home) return const w = this.rect.w > 10 ? this.rect.w : 1300 const total = TEX_W * this.texH const st = new Float32Array(total * 4) for (let i = 0; i < this.n; i++) { const hx = home[i * 4] - 0.5 const hy = home[i * 4 + 1] - 0.5 const sd = home[i * 4 + 2] const ang = (Math.random() - 0.5) * 0.9 + (hx > 0 ? 0 : Math.PI) const dist = w * (0.04 + Math.random() * 0.14) * (0.5 + Math.abs(hx) * 1.4) st[i * 4] = Math.cos(ang) * dist + hx * w * 0.25 * sd st[i * 4 + 1] = Math.sin(ang) * dist * 0.55 + hy * 120 * (Math.random() – 0.5) } gl.bindTexture(gl.TEXTURE_2D, this.stateTex[this.stateIdx]) gl.texImage2D(gl.TEXTURE_2D, 0, this.stateFormat.internal, TEX_W, this.texH, 0, gl.RGBA, gl.FLOAT, st) this.introT = 0 this.stateDirty = true } setOptions(o: Partial) { const rebuild = (o.density !== undefined && o.density !== this.opts.density) || (o.imgBg !== undefined && String(o.imgBg) !== String(this.opts.imgBg)) this.opts = { …this.opts, …o } if (rebuild && this.ready && this.lastImage) { try { this.buildParticles(this.lastImage) } catch { this.onFail() } } this.wake() } resize(cssW: number, cssH: number, rect: Rect) { this.cssW = Math.max(1, cssW) this.cssH = Math.max(1, cssH) this.rect = rect let dpr = Math.min(window.devicePixelRatio || 1, this.lowPower ? 1.5 : 2) const px = this.cssW * this.cssH * dpr * dpr if (px > 4.5e6) dpr = Math.max(1, Math.sqrt(4.5e6 / (this.cssW * this.cssH))) const w = Math.round(this.cssW * dpr) const h = Math.round(this.cssH * dpr) if (this.canvas.width !== w || this.canvas.height !== h) { this.canvas.width = w this.canvas.height = h } this.draw() } setVisible(v: boolean) { this.visible = v if (v) this.wake() else this.stop() } pointer(type: “move” | “down” | “up” | “leave”, x: number, y: number, touch: boolean) { if (!this.opts.interactive || this.lost) return const now = performance.now() if (type === “leave” || type === “up”) { if (touch) this.touchRelease = now + 260 else this.presenceTarget = 0 this.wake() return } if (this.mouse.x < -9000 || type === "down") { this.mouse.x = this.prevMouse.x = x this.mouse.y = this.prevMouse.y = y } this.target.x = x this.target.y = y this.presenceTarget = 1 this.lastInput = now this.settle = 0 if (type === "down") { this.burst = 1 this.touchRelease = 0 } this.wake() } private wake() { if (!this.ready || this.running || !this.visible || this.destroyed || this.lost) { if (this.ready && !this.running) this.draw() return } this.running = true this.last = performance.now() this.raf = requestAnimationFrame(this.frame) } private stop() { this.running = false cancelAnimationFrame(this.raf) } private radiusPx() { return this.opts.radius * clamp(this.rect.w / 1400, 0.6, 1.25) } private strength() { return this.opts.strength * (this.opts.reducedMotion ? 0.5 : 1) } private frame = (now: number) => { if (!this.running) return const rawMs = now – this.last const dt = clamp(rawMs / 16.6667, 0.25, 3) this.last = now const o = this.opts const ambientOn = o.ambient && !o.reducedMotion if (this.touchRelease && now > this.touchRelease) { this.presenceTarget = 0 this.touchRelease = 0 } const ease = 1 – Math.pow(1 – 0.22, dt) this.mouse.x += (this.target.x – this.mouse.x) * ease this.mouse.y += (this.target.y – this.mouse.y) * ease const vx = (this.mouse.x – this.prevMouse.x) / dt const vy = (this.mouse.y – this.prevMouse.y) / dt this.prevMouse.x = this.mouse.x this.prevMouse.y = this.mouse.y this.mvel.x += (clamp(vx, -60, 60) – this.mvel.x) * 0.5 this.mvel.y += (clamp(vy, -60, 60) – this.mvel.y) * 0.5 const pk = this.presenceTarget > this.presence ? 0.1 : 0.035 this.presence += (this.presenceTarget – this.presence) * (1 – Math.pow(1 – pk, dt)) if (this.presence < 0.001 && this.presenceTarget === 0) this.presence = 0 const fk = this.presenceTarget > this.flowing ? 0.05 : 0.018 this.flowing += (this.presenceTarget – this.flowing) * (1 – Math.pow(1 – fk, dt)) if (this.flowing < 0.002 && this.presenceTarget === 0) this.flowing = 0 if (this.introT < 1) this.introT = Math.min(1, this.introT + Math.min(rawMs, 100) / 3200) const interacting = this.presence > 0.001 || this.burst > 0 // settle is counted in simulated frames, so slow devices never snap mid-return this.settle = interacting ? 0 : this.settle + dt const active = interacting || this.settle < SETTLE_FRAMES || this.introT < 1 if (!active) { if (this.flowDirty) this.clearFlow() if (this.stateDirty) this.clearState() if (!ambientOn) { this.draw() this.firstFrame() this.stop() return } this.raf = requestAnimationFrame(this.frame) if (this.skip++ % 2) return this.time += (dt * 2 * o.speed) / 60 this.draw() this.firstFrame() return } this.raf = requestAnimationFrame(this.frame) // the field speeds up while the material is being stirred this.time += (dt * o.speed * (1 + this.flowing * 1.6)) / 60 this.stepFlow(dt) this.stepSim(dt) this.burst = Math.max(0, this.burst - 0.1 * dt) this.draw() this.firstFrame() } private firstFrame() { if (this.onFirstFrame) { const cb = this.onFirstFrame this.onFirstFrame = null // one more frame so the compositor has presented the canvas requestAnimationFrame(() => cb()) } } private stepFlow(dt: number) { const gl = this.gl const P = this.pFlow const dst = 1 – this.flowIdx gl.bindFramebuffer(gl.FRAMEBUFFER, this.flowFb[dst]) gl.viewport(0, 0, this.flowW, this.flowH) gl.disable(gl.BLEND) gl.useProgram(P.p) gl.bindVertexArray(this.vao) gl.activeTexture(gl.TEXTURE0) gl.bindTexture(gl.TEXTURE_2D, this.flowTex[this.flowIdx]) gl.uniform1i(P.u.uPrev, 0) gl.uniform2f(P.u.uTexel, 1 / this.flowW, 1 / this.flowH) const r = this.rect gl.uniform2f(P.u.uMouse, (this.mouse.x – r.x) / r.w, (this.mouse.y – r.y) / r.h) gl.uniform2f(P.u.uVel, clamp(this.mvel.x / 40, -1, 1), clamp(this.mvel.y / 40, -1, 1)) gl.uniform2f(P.u.uSize, r.w, r.h) gl.uniform1f(P.u.uRadius, this.radiusPx()) gl.uniform1f(P.u.uPresence, Math.max(this.presence, this.burst)) gl.uniform1f(P.u.uDecay, Math.pow(0.968, dt)) gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4) this.flowIdx = dst this.flowDirty = true } private stepSim(dt: number) { if (!this.n) return const gl = this.gl const P = this.pSim const o = this.opts const r = this.rect const dst = 1 – this.stateIdx const intro = o.reducedMotion || !o.intro ? 0 : Math.pow(1 – this.introT, 2) gl.bindFramebuffer(gl.FRAMEBUFFER, this.stateFb[dst]) gl.viewport(0, 0, TEX_W, this.texH) gl.disable(gl.BLEND) gl.useProgram(P.p) gl.bindVertexArray(this.vao) gl.activeTexture(gl.TEXTURE0) gl.bindTexture(gl.TEXTURE_2D, this.stateTex[this.stateIdx]) gl.uniform1i(P.u.uState, 0) gl.activeTexture(gl.TEXTURE1) gl.bindTexture(gl.TEXTURE_2D, this.homeTex) gl.uniform1i(P.u.uHome, 1) gl.activeTexture(gl.TEXTURE2) gl.bindTexture(gl.TEXTURE_2D, this.flowTex[this.flowIdx]) gl.uniform1i(P.u.uFlow, 2) gl.uniform2f(P.u.uSize, r.w, r.h) gl.uniform2f(P.u.uMouse, this.mouse.x – r.x, this.mouse.y – r.y) gl.uniform1f(P.u.uRadius, this.radiusPx()) gl.uniform1f(P.u.uPresence, Math.max(this.presence, this.burst)) gl.uniform1f(P.u.uStrength, this.strength() * (1 + this.burst * 1.5)) gl.uniform1f(P.u.uSpread, clamp(o.spread, 0, 2)) gl.uniform1f(P.u.uTurb, clamp(o.turbulence, 0, 2) * (o.reducedMotion ? 0.3 : 1)) gl.uniform1f(P.u.uReturn, clamp(o.returnSpeed, 0, 2)) gl.uniform1f(P.u.uTime, this.time) gl.uniform1f(P.u.uDt, dt) gl.uniform1f(P.u.uIntro, intro) gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4) this.stateIdx = dst this.stateDirty = true } private draw() { if (!this.ready || this.lost || this.destroyed) return const gl = this.gl const o = this.opts const r = this.rect const rm = o.reducedMotion const introVis = rm || !o.intro ? 1 : Math.pow(this.introT, 2.2) const base = o.ambient && !rm ? clamp(o.ambientIntensity, 0, 2) : 0 const amb = base + this.flowing * 0.85 * clamp(o.liquid, 0, 2) * (rm ? 0.3 : 1) const rest = o.restStyle === “particles” ? 1 : 0 const [br, bg, bb] = o.bg const [ir, ig, ib] = this.imgBg const dpr = this.canvas.width / this.cssW const pres = Math.max(this.presence, this.burst) const mx = this.mouse.x – r.x const my = this.mouse.y – r.y gl.bindFramebuffer(gl.FRAMEBUFFER, null) gl.viewport(0, 0, this.canvas.width, this.canvas.height) gl.bindVertexArray(this.vao) gl.disable(gl.BLEND) const I = this.pImg gl.useProgram(I.p) gl.activeTexture(gl.TEXTURE0) gl.bindTexture(gl.TEXTURE_2D, this.imgTex) gl.uniform1i(I.u.uImg, 0) gl.activeTexture(gl.TEXTURE1) gl.bindTexture(gl.TEXTURE_2D, this.flowTex[this.flowIdx]) gl.uniform1i(I.u.uFlow, 1) gl.uniform2f(I.u.uRes, this.cssW, this.cssH) gl.uniform1f(I.u.uDpr, dpr) gl.uniform4f(I.u.uRect, r.x, r.y, r.w, r.h) gl.uniform3f(I.u.uBg, br, bg, bb) gl.uniform3f(I.u.uImgBg, ir, ig, ib) gl.uniform2f(I.u.uMouse, mx, my) gl.uniform1f(I.u.uPresence, pres) gl.uniform1f(I.u.uRadius, this.radiusPx()) gl.uniform1f(I.u.uStrength, this.strength()) gl.uniform1f(I.u.uTime, this.time) gl.uniform1f(I.u.uAmbient, amb) gl.uniform1f(I.u.uIntroVis, introVis) gl.uniform1f(I.u.uRest, rest) gl.uniform1f(I.u.uAlphaMode, this.alphaMode ? 1 : 0) gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4) // particles are invisible at rest in “image” mode: skip them entirely if (!this.n || (!this.stateDirty && rest === 0 && introVis >= 1)) return const P = this.pPart gl.useProgram(P.p) gl.enable(gl.BLEND) gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) gl.activeTexture(gl.TEXTURE0) gl.bindTexture(gl.TEXTURE_2D, this.stateTex[this.stateIdx]) gl.uniform1i(P.u.uState, 0) gl.activeTexture(gl.TEXTURE1) gl.bindTexture(gl.TEXTURE_2D, this.homeTex) gl.uniform1i(P.u.uHome, 1) gl.activeTexture(gl.TEXTURE2) gl.bindTexture(gl.TEXTURE_2D, this.colTex) gl.uniform1i(P.u.uCol, 2) gl.activeTexture(gl.TEXTURE3) gl.bindTexture(gl.TEXTURE_2D, this.flowTex[this.flowIdx]) gl.uniform1i(P.u.uFlow, 3) gl.uniform1i(P.u.uTexW, TEX_W) gl.uniform4f(P.u.uRect, r.x, r.y, r.w, r.h) gl.uniform2f(P.u.uRes, this.cssW, this.cssH) gl.uniform2f(P.u.uMouse, mx, my) gl.uniform1f(P.u.uRadius, this.radiusPx()) gl.uniform1f(P.u.uPresence, pres) const spacing = r.w / this.gridW gl.uniform1f(P.u.uDot, spacing * 1.45 * clamp(o.dotSize, 0.2, 3)) gl.uniform1f(P.u.uTime, this.time) gl.uniform1f(P.u.uAmbient, amb) gl.uniform1f(P.u.uStreak, (o.streaks ? 1 : 0) * (0.45 + 0.55 * introVis)) gl.uniform1f(P.u.uIntroVis, introVis) gl.uniform1f(P.u.uRest, rest) gl.uniform1f(P.u.uDpr, dpr) if (this.alphaMode) gl.uniform3f(P.u.uTint, 1, 1, 1) else gl.uniform3f(P.u.uTint, br / Math.max(ir, 0.001), bg / Math.max(ig, 0.001), bb / Math.max(ib, 0.001)) gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, this.n) gl.disable(gl.BLEND) } destroy() { this.destroyed = true this.stop() this.canvas.removeEventListener(“webglcontextlost”, this.onLost) const gl = this.gl if (!this.lost) { gl.deleteBuffer(this.quad) gl.deleteVertexArray(this.vao) for (const t of […this.flowTex, …this.stateTex, this.imgTex, this.homeTex, this.colTex]) if (t) gl.deleteTexture(t) for (const f of […this.flowFb, …this.stateFb]) gl.deleteFramebuffer(f) for (const p of [this.pFlow, this.pSim, this.pPart, this.pImg]) if (p) gl.deleteProgram(p.p) } gl.getExtension(“WEBGL_lose_context”)?.loseContext() } } /* ──────────────────────────────────────────────────────────────────── Public API ──────────────────────────────────────────────────────────────────── */ export interface SculptureHeroLink { label: string href: string } export interface SculptureHeroProps { /** Sculpture image (light theme). Must be CORS-enabled when hosted on another domain. */ src?: string /** Optional image for the dark theme. */ darkSrc?: string /** Optional image for phones (portrait layouts), light and dark. */ mobileSrc?: string mobileDarkSrc?: string imageAlt?: string /** Only for images without transparency: the flat background colour inside the image. */ imageBackground?: string brand?: string navLinks?: SculptureHeroLink[] navCta?: SculptureHeroLink showNav?: boolean eyebrow?: string headline?: string /** Words of the headline to set in the italic accent face. */ headlineAccent?: string body?: string primaryCta?: SculptureHeroLink secondaryCta?: SculptureHeroLink hint?: string hintTouch?: string /** Light-theme background. */ background?: string /** Dark-theme background. */ darkBackground?: string /** Theme on load. */ theme?: “light” | “dark” /** Show the light/dark switch in the nav. */ themeToggle?: boolean textColor?: string accentColor?: string headingFont?: string accentFont?: string bodyFont?: string /** Load the default Google Fonts (Geist + Instrument Serif, both OFL). */ loadFonts?: boolean /** 1 = default size for the breakpoint. */ sculptureScale?: number mobileSculptureScale?: number /** Offset in % of the hero width / height. */ sculptureX?: number sculptureY?: number interactive?: boolean /** 0 – 2 */ strength?: number /** Radius of the disturbance, in px at 1440px wide. */ radius?: number /** 0 – 2, multiplies the particle count. */ particleDensity?: number /** 0 – 3, size of each particle relative to the grid. */ dotSize?: number /** 0 – 2, how far particles travel when disturbed. */ particleSpread?: number /** 0 – 2, liquid swirl of the disturbed material. */ turbulence?: number /** 0 – 2, how much the whole sculpture flows while hovered. */ liquid?: number /** Stretch fast particles into liquid streaks. */ streaks?: boolean /** At rest: the crisp image, or the particle field itself. */ restStyle?: “image” | “particles” /** 0 – 2, how quickly the material settles back. */ returnSpeed?: number ambient?: boolean /** 0 – 2 */ ambientIntensity?: number /** 0.25 – 3 */ speed?: number /** Assembly animation on load. */ intro?: boolean /** Hero height. Default fills the screen exactly, no scrolling. */ height?: string /** Giant faint word behind the sculpture. Empty to hide. */ backdropText?: string showCredit?: boolean className?: string style?: React.CSSProperties } const DEFAULTS = { src: “https://cdn.21st.dev/assets/mirror/ae/ae8c3de9003460e59182e950ccd345f68f27f9d0e4808b64c92c962a4eca7120.webp”, darkSrc: “https://cdn.21st.dev/assets/mirror/a1/a1fa387b6e417b26a25f317559c87cce4d241c1052c52a2b3bc2966b2aaf9b65.webp”, mobileSrc: “https://cdn.21st.dev/assets/mirror/b0/b0c8d8e5d64b8cec906a3b390e3dc7c9a5af08334bf0632873c601782cb4bc46.webp”, mobileDarkSrc: “https://cdn.21st.dev/assets/mirror/9a/9a82cb59be1bfde59855b79d7a565e487155a89f4d52eac74dcc10e267b2b6d1.webp”, imageAlt: “Abstract sculpture of interwoven metallic filaments and particles”, imageBackground: “#EAE9E7”, brand: “Forma®”, navLinks: [ { label: “Work”, href: “#” }, { label: “Studio”, href: “#” }, { label: “Approach”, href: “#” }, { label: “Journal”, href: “#” }, ], navCta: { label: “Contact”, href: “#” }, eyebrow: “Independent studio — Est. 2019”, headline: “Form that\nanswers back.”, headlineAccent: “answers back.”, body: “We shape products, identities and spaces with the precision of engineering and the patience of craft — work that holds up under attention.”, primaryCta: { label: “Start a project”, href: “#” }, secondaryCta: { label: “Selected work”, href: “#” }, hint: “Move across the form”, hintTouch: “Touch the form”, background: “#EBE9E5”, darkBackground: “#111110”, textColor: “#151514”, accentColor: “#151514”, headingFont: “‘Geist’, ‘Helvetica Neue’, Arial, sans-serif”, accentFont: “‘Instrument Serif’, ‘Times New Roman’, serif”, bodyFont: “‘Geist’, ‘Helvetica Neue’, Arial, sans-serif”, } /* ──────────────────────────────────────────────────────────────────── Layout ──────────────────────────────────────────────────────────────────── */ /** The sculpture sits centred in the band between the nav and the copy, * as wide as the hero (it may bleed off the sides on small screens). */ function computeRect( w: number, h: number, aspect: number, band: { top: number; bottom: number }, p: { scale: number; mobileScale: number; x: number; y: number } ): Rect { const bandH = Math.max(80, band.bottom – band.top) let rw: number let maxH: number if (w >= 1024) { rw = w * 1.02 * p.scale maxH = bandH * 1.1 * p.scale } else if (w >= 640) { rw = w * 1.3 * p.scale maxH = bandH * 1.15 * p.scale } else if (aspect < 1.3) { // portrait image for phones: fills the width, may tuck under the headline rw = w * 1.0 * p.mobileScale maxH = bandH * 1.0 * p.mobileScale } else { rw = w * 1.9 * p.mobileScale maxH = bandH * 1.2 * p.mobileScale } if (rw / aspect > maxH) rw = maxH * aspect const rh = rw / aspect const cx = w * (0.5 + p.x / 100) const cy = (band.top + band.bottom) / 2 + h * (p.y / 100) return { x: cx – rw / 2, y: cy – rh / 2, w: rw, h: rh } } /* ──────────────────────────────────────────────────────────────────── Styles ──────────────────────────────────────────────────────────────────── */ const CSS = ` .sh-root{position:relative;width:100%;height:var(–sh-h);overflow:hidden;isolation:isolate;container-type:size;transition:background-color .6s ease,color .6s ease; background:var(–sh-bg);color:var(–sh-fg);font-family:var(–sh-body);-webkit-font-smoothing:antialiased; touch-action:pan-y;display:flex;flex-direction:column;box-sizing:border-box} .sh-root *,.sh-root *::before,.sh-root *::after{box-sizing:border-box} .sh-stage{position:absolute;inset:0;z-index:0;pointer-events:none} .sh-canvas{position:absolute;inset:0;width:100%;height:100%;display:block;opacity:0;transition:opacity .5s ease} .sh-fallback{position:absolute;display:block;max-width:none;user-select:none;-webkit-user-drag:none;transition:opacity .5s ease} .sh-root[data-gl=”on”] .sh-canvas{opacity:1} .sh-root[data-gl=”on”] .sh-fallback{opacity:0} .sh-root[data-swap=”1″] .sh-canvas{opacity:0;transition-duration:.25s} .sh-root[data-swap=”1″] .sh-fallback{opacity:0;transition-duration:.25s} .sh-backdrop{position:absolute;left:50%;z-index:0;transform:translate(-50%,-50%);white-space:nowrap;pointer-events:none;user-select:none; font-family:var(–sh-head);font-weight:600;letter-spacing:-.06em;line-height:.8;color:color-mix(in srgb,var(–sh-fg) 5%,transparent)} .sh-nav{position:relative;z-index:2;display:flex;align-items:center;justify-content:space-between;gap:24px; padding:26px clamp(20px,3.2cqw,48px) 0} .sh-brand{font-family:var(–sh-head);font-weight:600;font-size:17px;letter-spacing:-.02em;color:inherit;text-decoration:none} .sh-links{display:flex;align-items:center;gap:clamp(18px,2.4cqw,36px);list-style:none;margin:0;padding:0} .sh-link{color:inherit;text-decoration:none;font-size:13.5px;letter-spacing:-.005em;opacity:.72;transition:opacity .2s} .sh-link:hover{opacity:1} .sh-theme{display:inline-grid;place-items:center;width:34px;height:34px;padding:0;border-radius:50%;cursor:pointer;color:inherit;background:transparent; border:1px solid color-mix(in srgb,var(–sh-fg) 22%,transparent);transition:background .25s,color .25s} .sh-theme:hover{background:var(–sh-fg);color:var(–sh-bg)} .sh-theme:focus-visible{outline:2px solid var(–sh-fg);outline-offset:4px} .sh-navcta{color:inherit;text-decoration:none;font-size:13.5px;padding:8px 14px;border:1px solid color-mix(in srgb,var(–sh-fg) 22%,transparent); border-radius:999px;transition:background .25s,color .25s} .sh-navcta:hover{background:var(–sh-fg);color:var(–sh-bg)} .sh-hint{position:absolute;z-index:1;transform:translate(-50%,0);display:flex;align-items:center;gap:10px;white-space:nowrap; font-size:11px;letter-spacing:.14em;text-transform:uppercase;opacity:.5;pointer-events:none;transition:opacity .8s ease} .sh-hint::before{content:””;width:6px;height:6px;border-radius:50%;background:currentColor;animation:sh-pulse 2.4s ease-in-out infinite} .sh-root[data-touched=”1″] .sh-hint{opacity:0} @keyframes sh-pulse{0%,100%{transform:scale(.6);opacity:.45}50%{transform:scale(1);opacity:1}} .sh-spacer{flex:1 1 auto;min-height:0} .sh-content{position:relative;z-index:2;display:grid;grid-template-columns:minmax(0,1.7fr) minmax(0,1fr);align-items:end; gap:clamp(24px,4cqw,72px);padding:0 clamp(20px,3.2cqw,48px) clamp(28px,3.4cqw,52px)} .sh-eyebrow{font-size:12px;letter-spacing:.12em;text-transform:uppercase;opacity:.62;margin:0 0 clamp(14px,1.6cqw,22px); display:flex;align-items:center;gap:12px} .sh-eyebrow::before{content:””;width:28px;height:1px;background:currentColor;opacity:.7} .sh-h1{font-family:var(–sh-head);font-weight:500;font-size:clamp(40px,min(6.6cqw,11.5cqh),124px);line-height:.92;letter-spacing:-.045em;margin:0; text-wrap:balance} .sh-h1 .sh-line{display:block} .sh-accent{font-family:var(–sh-accent);font-style:italic;font-weight:400;letter-spacing:-.02em;color:var(–sh-acc)} .sh-aside{max-width:400px;justify-self:end;padding-bottom:.6em} .sh-body{font-size:clamp(15px,1.1cqw,17px);line-height:1.5;letter-spacing:-.01em;margin:0 0 26px;opacity:.78;text-wrap:pretty} .sh-ctas{display:flex;flex-wrap:wrap;align-items:center;gap:22px} .sh-btn{display:inline-flex;align-items:center;gap:10px;height:46px;padding:0 22px;border-radius:999px;background:var(–sh-fg); color:var(–sh-bg);text-decoration:none;font-size:14.5px;font-weight:500;letter-spacing:-.01em;transition:transform .3s cubic-bezier(.2,.7,.2,1),opacity .2s} .sh-btn:hover{transform:translateY(-1px)} .sh-btn svg,.sh-txt svg{transition:transform .3s cubic-bezier(.2,.7,.2,1)} .sh-btn:hover svg,.sh-txt:hover svg{transform:translateX(3px)} .sh-txt{display:inline-flex;align-items:center;gap:8px;color:inherit;text-decoration:none;font-size:14.5px;font-weight:500; letter-spacing:-.01em;padding:4px 0;border-bottom:1px solid color-mix(in srgb,var(–sh-fg) 30%,transparent)} .sh-root a:focus-visible{outline:2px solid var(–sh-fg);outline-offset:4px} .sh-credit{position:absolute;z-index:2;right:clamp(20px,3.2cqw,48px);bottom:10px;font-size:10px;letter-spacing:.06em; color:inherit;opacity:.38;text-decoration:none} .sh-credit:hover{opacity:.8} @container (max-width:1023px){ .sh-content{grid-template-columns:1fr;gap:28px} .sh-aside{justify-self:start;max-width:520px;padding-bottom:0} .sh-h1{font-size:clamp(40px,min(9.5cqw,9cqh),96px)} } @container (max-width:767px){ .sh-links li:not(.sh-keep){display:none} } @container (max-width:639px){ .sh-nav{padding-top:20px} .sh-h1{font-size:clamp(36px,min(12.5cqw,7.2cqh),60px);line-height:.94} .sh-body{font-size:15px;margin-bottom:20px} .sh-eyebrow{font-size:11px} .sh-ctas{gap:18px} .sh-btn{height:48px} .sh-content{padding-bottom:40px} .sh-credit{right:auto;left:50%;transform:translateX(-50%)} } @media (prefers-reduced-motion:reduce){ .sh-hint::before{animation:none} .sh-canvas,.sh-fallback,.sh-btn,.sh-btn svg,.sh-txt svg{transition:none} } ` const SunIcon = () => ( ) const MoonIcon = () => ( ) const Arrow = () => ( ) /* ──────────────────────────────────────────────────────────────────── Component ──────────────────────────────────────────────────────────────────── */ let fontsInjected = false function injectFonts() { if (fontsInjected || typeof document === “undefined”) return fontsInjected = true const id = “sh-fonts” if (document.getElementById(id)) return const l = document.createElement(“link”) l.id = id l.rel = “stylesheet” l.href = “https://fonts.googleapis.com/css2?family=Geist:wght@400;500;600&family=Instrument+Serif:ital@0;1&display=swap” document.head.appendChild(l) } function renderHeadline(text: string, accent: string) { const lines = text.split(“\n”) return lines.map((line, li) => { let content: React.ReactNode = line const a = accent && accent.trim() if (a) { const idx = line.indexOf(a) if (idx >= 0) { content = ( <> {line.slice(0, idx)} {a} {line.slice(idx + a.length)} ) } } return ( {content} ) }) } export default function SculptureHero(props: SculptureHeroProps) { const { src = DEFAULTS.src, darkSrc = DEFAULTS.darkSrc, mobileSrc = DEFAULTS.mobileSrc, mobileDarkSrc = DEFAULTS.mobileDarkSrc, imageAlt = DEFAULTS.imageAlt, imageBackground, brand = DEFAULTS.brand, navLinks = DEFAULTS.navLinks, navCta = DEFAULTS.navCta, showNav = true, eyebrow = DEFAULTS.eyebrow, headline = DEFAULTS.headline, headlineAccent = DEFAULTS.headlineAccent, body = DEFAULTS.body, primaryCta = DEFAULTS.primaryCta, secondaryCta = DEFAULTS.secondaryCta, hint = DEFAULTS.hint, hintTouch = DEFAULTS.hintTouch, background: lightBackground = DEFAULTS.background, darkBackground = DEFAULTS.darkBackground, theme = “light”, themeToggle = true, textColor, accentColor, headingFont = DEFAULTS.headingFont, accentFont = DEFAULTS.accentFont, bodyFont = DEFAULTS.bodyFont, loadFonts = true, sculptureScale = 1, mobileSculptureScale = 1, sculptureX = 0, sculptureY = 0, interactive = true, strength = 1, radius = 220, particleDensity = 1, particleSpread = 1, dotSize = 1, turbulence = 1, liquid = 1, streaks = true, restStyle = “image”, returnSpeed = 1, ambient = false, ambientIntensity = 1, speed = 1, intro = false, height = “100svh”, backdropText = “forma”, showCredit = true, className, style, } = props const rootRef = React.useRef(null) const stageRef = React.useRef(null) const imgRef = React.useRef(null) const hintRef = React.useRef(null) const navRef = React.useRef(null) const contentRef = React.useRef(null) const backdropRef = React.useRef(null) const engineRef = React.useRef(null) const aspectRef = React.useRef(1983 / 793) const [isTouch, setIsTouch] = React.useState(false) const layout = React.useRef({ scale: sculptureScale, mobileScale: mobileSculptureScale, x: sculptureX, y: sculptureY }) layout.current = { scale: clamp(sculptureScale, 0.3, 3), mobileScale: clamp(mobileSculptureScale, 0.3, 3), x: sculptureX, y: sculptureY, } const [mode, setMode] = React.useState<"light" | "dark">(theme) React.useEffect(() => setMode(theme), [theme]) const background = mode === “dark” ? darkBackground : lightBackground const bgRgb = React.useMemo(() => hexToRgb(background, [0.92, 0.91, 0.9]), [background]) // text follows the background unless set: light on dark grounds, dark on light ones const darkBg = bgRgb[0] * 0.2126 + bgRgb[1] * 0.7152 + bgRgb[2] * 0.0722 < 0.45 const fg = textColor || (darkBg ? "#F1EFEA" : DEFAULTS.textColor) const acc = accentColor || fg const imgBgRgb = React.useMemo( () => (imageBackground ? hexToRgb(imageBackground, [0.918, 0.914, 0.906]) : null), [imageBackground] ) const [isMobile, setIsMobile] = React.useState(false) const mobileRef = React.useRef(false) // pick the image for the current theme and layout, falling back sensibly const activeSrc = (isMobile && mode === “dark” && (mobileDarkSrc || darkSrc)) || (isMobile && mode === “light” && mobileSrc) || (mode === “dark” && darkSrc) || src const engineOpts = (rm: boolean): EngineOptions => ({ interactive, strength: clamp(strength, 0, 2), radius: clamp(radius, 40, 600), density: clamp(particleDensity, 0.15, 2), dotSize: clamp(dotSize, 0.2, 3), spread: clamp(particleSpread, 0, 2), turbulence: clamp(turbulence, 0, 2), liquid: clamp(liquid, 0, 2), streaks, restStyle, returnSpeed: clamp(returnSpeed, 0, 2), ambient, ambientIntensity: clamp(ambientIntensity, 0, 2), speed: clamp(speed, 0.25, 3), intro, reducedMotion: rm, bg: bgRgb, imgBg: imgBgRgb, }) const optsRef = React.useRef(engineOpts) optsRef.current = engineOpts React.useEffect(() => { if (loadFonts) injectFonts() }, [loadFonts]) const relayout = React.useCallback(() => { const root = rootRef.current if (!root) return const w = root.clientWidth const h = root.clientHeight const mob = w < 640 if (mob !== mobileRef.current) { mobileRef.current = mob setIsMobile(mob) } const nav = navRef.current const content = contentRef.current const band = { top: nav ? nav.offsetTop + nav.offsetHeight + 8 : 16, bottom: content ? content.offsetTop - 8 : h, } // a portrait sculpture on phones dissolves into the top of the copy if (mob && aspectRef.current < 1.3 && content) band.bottom += content.offsetHeight * 0.3 const rect = computeRect(w, h, aspectRef.current, band, layout.current) const bd = backdropRef.current if (bd) { const chars = Math.max(1, (bd.textContent || "").length) bd.style.fontSize = Math.min((band.bottom - band.top) * 0.95, (w * 0.92) / (chars * 0.56)) + "px" bd.style.top = (band.top + band.bottom) / 2 + "px" } const img = imgRef.current if (img) { img.style.left = rect.x + "px" img.style.top = rect.y + "px" img.style.width = rect.w + "px" img.style.height = rect.h + "px" } const hintEl = hintRef.current if (hintEl) { // the portrait phone sculpture runs into the copy: no room for the cue there hintEl.style.display = mob && aspectRef.current < 1.3 ? "none" : "" hintEl.style.left = clamp(rect.x + rect.w / 2, 80, w - 80) + "px" hintEl.style.top = Math.min(rect.y + rect.h * 0.95, band.bottom - 20) + "px" } engineRef.current?.resize(w, h, rect) }, []) // engine lifecycle (re-created only when the image changes) React.useEffect(() => { const root = rootRef.current const stage = stageRef.current if (!root || !stage) return // a fresh canvas per engine: a released WebGL context can never be reused const canvas = document.createElement(“canvas”) canvas.className = “sh-canvas” stage.appendChild(canvas) const mq = window.matchMedia(“(prefers-reduced-motion: reduce)”) const coarse = window.matchMedia(“(hover: none), (pointer: coarse)”) setIsTouch(coarse.matches) let engine: LiquidEngine | null = null const fail = () => { root.dataset.gl = “off” } try { engine = new LiquidEngine(canvas, optsRef.current(mq.matches), fail) engineRef.current = engine } catch { fail() } const ro = new ResizeObserver(() => relayout()) ro.observe(root) // the band moves when fonts load or the copy reflows if (navRef.current) ro.observe(navRef.current) if (contentRef.current) ro.observe(contentRef.current) const io = new IntersectionObserver((entries) => { for (const e of entries) engine?.setVisible(e.isIntersecting && !document.hidden) }) io.observe(root) const onVis = () => engine?.setVisible(!document.hidden) document.addEventListener(“visibilitychange”, onVis) const onMq = () => engine?.setOptions({ reducedMotion: mq.matches }) mq.addEventListener?.(“change”, onMq) const pos = (e: PointerEvent) => { const b = root.getBoundingClientRect() return [e.clientX – b.left, e.clientY – b.top] as const } let touched = false const markTouched = () => { if (!touched) { touched = true root.dataset.touched = “1” } } const onMove = (e: PointerEvent) => { const [x, y] = pos(e) const touch = e.pointerType === “touch” if (touch && e.buttons === 0 && e.pressure === 0) return engine?.pointer(“move”, x, y, touch) markTouched() } const onDown = (e: PointerEvent) => { const [x, y] = pos(e) engine?.pointer(“down”, x, y, e.pointerType === “touch”) markTouched() } const onUp = (e: PointerEvent) => { const [x, y] = pos(e) engine?.pointer(“up”, x, y, e.pointerType === “touch”) } const onLeave = (e: PointerEvent) => { const [x, y] = pos(e) engine?.pointer(“leave”, x, y, e.pointerType === “touch”) } root.addEventListener(“pointermove”, onMove, { passive: true }) root.addEventListener(“pointerdown”, onDown, { passive: true }) root.addEventListener(“pointerup”, onUp, { passive: true }) root.addEventListener(“pointercancel”, onUp, { passive: true }) root.addEventListener(“pointerleave”, onLeave, { passive: true }) return () => { ro.disconnect() io.disconnect() document.removeEventListener(“visibilitychange”, onVis) mq.removeEventListener?.(“change”, onMq) root.removeEventListener(“pointermove”, onMove) root.removeEventListener(“pointerdown”, onDown) root.removeEventListener(“pointerup”, onUp) root.removeEventListener(“pointercancel”, onUp) root.removeEventListener(“pointerleave”, onLeave) engine?.destroy() engineRef.current = null canvas.remove() delete root.dataset.gl } }, [relayout]) // (re)load the sculpture whenever the theme or layout asks for another image; // the canvas dips out while the static image covers the swap React.useEffect(() => { const root = rootRef.current const engine = engineRef.current if (!root) return let cancelled = false const image = new Image() image.crossOrigin = “anonymous” image.decoding = “async” const swapping = root.dataset.gl === “on” if (swapping) root.dataset.swap = “1” image.onload = () => { if (cancelled) return aspectRef.current = image.naturalWidth / image.naturalHeight || aspectRef.current relayout() if (engine && root.dataset.gl !== “off”) { try { engine.onFirstFrame = () => { if (cancelled) return root.dataset.gl = “on” delete root.dataset.swap } engine.setImage(image) relayout() } catch { root.dataset.gl = “off” } } else delete root.dataset.swap } image.onerror = () => { delete root.dataset.swap } // let the fade-out start before the GPU upload const t = window.setTimeout(() => (image.src = activeSrc), swapping ? 280 : 0) return () => { cancelled = true window.clearTimeout(t) image.onload = null image.onerror = null } }, [activeSrc, relayout]) // live option updates without re-creating the engine React.useEffect(() => { const e = engineRef.current if (!e) return const rm = window.matchMedia(“(prefers-reduced-motion: reduce)”).matches e.setOptions(optsRef.current(rm)) }, [interactive, strength, radius, particleDensity, dotSize, particleSpread, turbulence, liquid, streaks, restStyle, returnSpeed, ambient, ambientIntensity, speed, intro, bgRgb, imgBgRgb]) React.useEffect(() => { relayout() }, [sculptureScale, mobileSculptureScale, sculptureX, sculptureY, relayout]) const vars = { “–sh-bg”: background, “–sh-fg”: fg, “–sh-acc”: acc, “–sh-head”: headingFont, “–sh-accent”: accentFont, “–sh-body”: bodyFont, “–sh-h”: height, } as React.CSSProperties const hintText = isTouch ? hintTouch : hint return (
{backdropText ? ( ) : null} {imageAlt} {showNav && ( )} {interactive && hintText ? ( ) : null}
{eyebrow ?

{eyebrow}

: null}

{renderHeadline(headline, headlineAccent)}

{body ?

{body}

: null}
{primaryCta && primaryCta.label ? ( {primaryCta.label} ) : null} {secondaryCta && secondaryCta.label ? ( {secondaryCta.label} ) : null}
{showCredit && ( by guglielmogiannattasio.it )}
) }