IrisBackgroundsLens Stack
Lens Stack
A real three.js scene: a chain of translucent amber glass discs threaded on one curved spine, large and near at the bottom-left, small and hazy at the top-right — a direct build of the reference photo, with a camera the pointer can turn.
Lens Stack
Two dozen discs sit threaded on a single bending spine the way coins ride a bent wire — each one perpendicular to the spine's own tangent at its point, so the same chain shows some discs nearly face-on and others as a thin edge-on sliver, purely from how the spine curves there. The chain enters large and close at the bottom-left, climbs and twists through the middle, and thins into a smaller, fog-softened cluster at the top-right. Most discs read in the site's own amber ramp — a few drop to near-black, one or two lift to a pale gold — and a third of them carry a faint scatter of painted "0"/"1" glyphs under the glass, the way the reference photo's own few discs do.
This is genuine 3D geometry — real cylinders, not billboards — which is what lets each disc's rim carry an actual fresnel-driven chromatic fringe rather than a painted ring, and lets the pointer turn the camera a few degrees either way, eased, the way leaning to one side reveals a little more of a stack from the side. Every disc keeps its own slow spin around its own spine-tangent axis, and a soft on-screen glint independently finds whichever disc currently sits nearest the cursor.
Install
No installation needed — self-contained, paste-in code.
Usage
Drop it straight into a page.
import { LensStackField } from "./LensStackField";
export default function Example() {
return (
// Fills its nearest positioned ancestor (it renders itself `absolute
// inset-0`) — give it a sized, relatively positioned box.
<div className="relative isolate h-[32rem] w-full overflow-hidden rounded-2xl">
<LensStackField />
</div>
);
}Component
The real source, exactly as it ships — multiple files, kept together.
"use client";
import { useEffect, useRef } from "react";
import * as THREE from "three";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { OutputPass } from "three/addons/postprocessing/OutputPass.js";
import { readColorTokens } from "@/lib/shader-surface";
/**
* A real three.js scene, built to match one reference photo: a chain of
* translucent glass discs threaded on a single curved spine, each disc
* perpendicular to the spine's own tangent at its point — the way coins
* strung on a bent wire fan open as the wire turns, showing some discs
* face-on and others in a thin edge-on sliver depending on how the spine
* bends there. The spine itself sweeps up from a large, near disc at the
* bottom-left through a twisting climb into a smaller, hazier cluster at
* the top-right, fog and scale doing the depth work rather than a painted
* gradient.
*
* Every disc is real geometry — a short `THREE.CylinderGeometry` — not a
* billboard: the torso (its material index 0) carries a metallic rim with
* a fresnel-driven chromatic fringe and a travelling glint, while the two
* caps (index 1/2) carry the glass face itself, an amber-ramp colour read
* live off `--color-accent-*` (this field's palette IS the site's own
* accent ramp, not a departure from it, the way `SilkField`'s is), mixed
* with a soft rim brighten, a slow diagonal reflection streak, and — on
* roughly a third of the discs — a scatter of tiny painted "0"/"1" glyphs
* sampled from one shared canvas texture, the way the reference photo's own
* few discs carry a faint data pattern under the glass. Each disc keeps its
* own slow spin around its own spine-tangent axis, so the rim glints and
* reflection streaks are never still even before a visitor arrives.
*
* The pointer turns the camera a few degrees either way, eased — the same
* "lean to see around it" read `FiberDriftField`'s tunnel uses — and
* independently brightens whichever disc currently sits nearest the cursor
* on screen, projected per-object rather than per-pixel since there are
* only a few dozen discs to test.
*
* One of the reusable background fields (`FiberDriftField`, `NovaField`,
* …). Drop it into any `position: relative`/`isolate` parent — it fills the
* box. Degradation follows the same contract as every other field: no
* WebGL, a blocked or lost context, a hidden tab, or `prefers-reduced-
* motion` all leave the CSS `.iris-lensstackfield__floor` underneath
* visible — a still frame in the same palette, never a blank box. Off-
* screen the scene is never even constructed (`IntersectionObserver` gates
* it, same reasoning as `lib/shader-surface.ts`'s lazy WebGL context).
*
* Reading guard: when `guardSelector` resolves to an element, a final
* composite pass measures that block every frame and clamps luminance
* under a ceiling inside it (hue and saturation untouched) — the same
* `holdUnder` rule the flat-shader fields apply per-pixel, run here as a
* post-process since the scene has no single fragment shader to inject it
* into. `null` (the default) turns the guard off.
*/
const DISC_COUNT = 24;
const RADIAL_SEGMENTS = 72;
/* The shared spine, in world units: a large near disc at the bottom-left
climbs and twists up into a smaller, hazier cluster at the top-right,
pushed back in z as it goes so perspective and fog do the depth work. */
const SPINE: [number, number, number][] = [
[-5.4, -3.1, 2.6],
[-3.4, -1.7, 1.5],
[-1.1, -0.3, 0.3],
[1.1, 1.1, -1.0],
[3.2, 2.2, -2.3],
[5.4, 3.0, -3.6],
[7.2, 3.5, -4.6],
];
/* Fixed dispersion colours for the rim's chromatic fringe — a physical-
light effect, not a brand colour, so unlike the disc faces these stay a
hand-picked constant rather than a read token. */
const DISPERSION = {
metal: [0.58, 0.53, 0.47] as const,
fringeA: [0.98, 0.55, 0.32] as const, // warm outer fringe
fringeB: [0.55, 0.85, 0.9] as const, // cool inner fringe
glint: [1.0, 0.95, 0.86] as const,
};
function srgb(c: readonly [number, number, number]): THREE.Color {
return new THREE.Color().setRGB(c[0], c[1], c[2], THREE.SRGBColorSpace);
}
const VERTEX = `
varying vec2 vUv;
varying vec3 vNormalW;
varying vec3 vViewDir;
void main() {
vUv = uv;
vec4 worldPos = modelMatrix * vec4(position, 1.0);
vNormalW = normalize(mat3(modelMatrix) * normal);
vViewDir = cameraPosition - worldPos.xyz;
gl_Position = projectionMatrix * viewMatrix * worldPos;
}
`;
const FACE_FRAGMENT = `
precision highp float;
varying vec2 vUv;
varying vec3 vNormalW;
varying vec3 vViewDir;
uniform vec3 uColor;
uniform vec3 uEdgeTint;
uniform float uBrightness;
uniform float uStreakPhase;
uniform float uHasPattern;
uniform sampler2D uPatternTex;
uniform float uSpot;
void main() {
vec2 c = vUv - 0.5;
float radial = clamp(length(c) * 2.0, 0.0, 1.0);
float fres = pow(1.0 - abs(dot(normalize(vNormalW), normalize(vViewDir))), 2.2);
float rim = max(smoothstep(0.66, 0.97, radial), fres * 0.55);
float edgeGlow = exp(-pow((radial - 0.96) / 0.05, 2.0));
vec3 col = mix(uColor, uEdgeTint, rim * 0.65) * uBrightness;
float diag = c.x * 0.7 + c.y * 0.7;
float streak = pow(max(0.0, sin(diag * 6.0 + uStreakPhase)), 28.0);
col += vec3(1.0, 0.96, 0.88) * streak * 0.3;
col += uEdgeTint * edgeGlow * 0.4;
if (uHasPattern > 0.5) {
vec4 tex = texture2D(uPatternTex, vUv);
col += vec3(1.0, 0.96, 0.86) * tex.a * 0.7 * (0.4 + radial * 0.6);
}
col += vec3(1.0, 0.82, 0.58) * uSpot * 0.28;
float alpha = clamp(mix(0.6, 0.94, rim) * uBrightness, 0.0, 1.0);
gl_FragColor = vec4(max(col, 0.0), alpha);
}
`;
const EDGE_FRAGMENT = `
precision highp float;
varying vec2 vUv;
varying vec3 vNormalW;
varying vec3 vViewDir;
uniform float uNotches;
uniform float uGlintAngle;
uniform float uSpot;
uniform vec3 uMetal;
uniform vec3 uFringeA;
uniform vec3 uFringeB;
uniform vec3 uGlint;
void main() {
float fres = pow(1.0 - abs(dot(normalize(vNormalW), normalize(vViewDir))), 1.35);
float band = step(0.5, fract(vUv.x * uNotches));
float metalShade = mix(0.4, 0.9, band);
float ang = vUv.x * 6.28318530718;
float d = ang - uGlintAngle;
d = atan(sin(d), cos(d));
float glint = exp(-d * d / 0.045);
vec3 base = uMetal * metalShade * (0.3 + fres * 0.85);
vec3 disp = mix(uFringeB, uFringeA, fres) * pow(fres, 1.6);
vec3 col = base + disp * 0.85;
col += uGlint * glint * 1.3;
col += vec3(1.0, 0.8, 0.6) * uSpot * 0.35;
gl_FragColor = vec4(max(col, 0.0), 1.0);
}
`;
const GUARD_SHADER = {
uniforms: {
tDiffuse: { value: null as THREE.Texture | null },
uReadA: { value: new THREE.Vector4(0.5, 0.5, 0.44, 0.32) },
uGuard: { value: 0 },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
`,
fragmentShader: `
precision highp float;
uniform sampler2D tDiffuse;
uniform vec4 uReadA;
uniform float uGuard;
varying vec2 vUv;
vec3 holdUnder(vec3 col, float ymax) {
float y = dot(pow(max(col, 0.0), vec3(2.2)), vec3(0.2126, 0.7152, 0.0722));
return y > ymax ? col * pow(ymax / max(y, 1e-5), 1.0 / 2.2) : col;
}
void main() {
vec4 c = texture2D(tDiffuse, vUv);
vec2 rd = abs(vUv - uReadA.xy) / max(uReadA.zw, vec2(0.02));
float md = mix(max(rd.x, rd.y), length(rd), 0.4);
float band = 1.0 - smoothstep(0.72, 2.1, md);
gl_FragColor = vec4(mix(c.rgb, holdUnder(c.rgb, 0.1), band * uGuard), c.a);
}
`,
};
function buildPatternTexture(): THREE.CanvasTexture {
const size = 512;
const canvas = document.createElement("canvas");
canvas.width = canvas.height = size;
const ctx = canvas.getContext("2d")!;
ctx.clearRect(0, 0, size, size);
ctx.font = "12px monospace";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
const cell = 26;
for (let y = cell / 2; y < size; y += cell) {
for (let x = cell / 2; x < size; x += cell) {
if (Math.random() > 0.4) continue;
const dx = x - size / 2;
const dy = y - size / 2;
if (Math.sqrt(dx * dx + dy * dy) > size * 0.47) continue;
const alpha = 0.12 + Math.random() * 0.4;
ctx.fillStyle = `rgba(255,255,255,${alpha})`;
ctx.fillText(Math.random() > 0.5 ? "1" : "0", x, y);
}
}
const tex = new THREE.CanvasTexture(canvas);
tex.colorSpace = THREE.SRGBColorSpace;
return tex;
}
function buildBackgroundTexture(): THREE.CanvasTexture {
const w = 1024;
const h = 576;
const canvas = document.createElement("canvas");
canvas.width = w;
canvas.height = h;
const ctx = canvas.getContext("2d")!;
ctx.fillStyle = "#050301";
ctx.fillRect(0, 0, w, h);
const glow = ctx.createRadialGradient(
w * 0.28,
h * 0.72,
0,
w * 0.28,
h * 0.72,
w * 0.55
);
glow.addColorStop(0, "rgba(60, 32, 10, 0.5)");
glow.addColorStop(0.4, "rgba(30, 16, 6, 0.22)");
glow.addColorStop(1, "rgba(5, 3, 1, 0)");
ctx.fillStyle = glow;
ctx.fillRect(0, 0, w, h);
const vig = ctx.createRadialGradient(
w * 0.5,
h * 0.5,
h * 0.3,
w * 0.5,
h * 0.5,
h * 1.0
);
vig.addColorStop(0, "rgba(0,0,0,0)");
vig.addColorStop(1, "rgba(2, 1, 0, 0.75)");
ctx.fillStyle = vig;
ctx.fillRect(0, 0, w, h);
const tex = new THREE.CanvasTexture(canvas);
tex.colorSpace = THREE.SRGBColorSpace;
return tex;
}
interface DiscSpec {
mesh: THREE.Mesh;
edgeMat: THREE.ShaderMaterial;
faceMatA: THREE.ShaderMaterial;
faceMatB: THREE.ShaderMaterial;
spinSpeed: number;
glintPhase: number;
glintSpeed: number;
worldPos: THREE.Vector3;
}
function seededRandom(seed: number): () => number {
let s = seed;
return () => {
s = (s * 9301 + 49297) % 233280;
return s / 233280;
};
}
interface MountOptions {
guardSelector?: string | null;
onPainted?: () => void;
onIdle?: () => void;
}
function mountLensStack(canvas: HTMLCanvasElement, opts: MountOptions): () => void {
const { guardSelector, onPainted, onIdle } = opts;
const motionQuery = window.matchMedia("(prefers-reduced-motion: reduce)");
const root = document.documentElement;
const isStill = () =>
motionQuery.matches || root.dataset.forceReducedMotion === "on";
let guardEl: Element | null | undefined;
const guardOn = guardSelector != null;
const readGuardEl = () => {
if (guardEl === undefined) {
guardEl = guardOn ? document.querySelector(guardSelector as string) : null;
}
return guardEl;
};
let renderer: THREE.WebGLRenderer | null = null;
let composer: EffectComposer | null = null;
let bloomPass: UnrealBloomPass | null = null;
let guardPass: ShaderPass | null = null;
let scene: THREE.Scene | null = null;
let camera: THREE.PerspectiveCamera | null = null;
let rig: THREE.Group | null = null;
let discs: DiscSpec[] = [];
let bgTexture: THREE.CanvasTexture | null = null;
let patternTexture: THREE.CanvasTexture | null = null;
const disposables: { dispose: () => void }[] = [];
let started = false;
let dead = false;
let visible = false;
let painted = false;
let raf = 0;
let start = 0;
let last = 0;
const stillTime = 6;
let width = 0;
let height = 0;
let pointerRawX = 0;
let pointerRawY = 0;
let pointerRawLive = false;
const onPointerMove = (e: PointerEvent) => {
pointerRawX = e.clientX;
pointerRawY = e.clientY;
pointerRawLive = true;
};
const onPointerGone = () => {
pointerRawLive = false;
};
window.addEventListener("pointermove", onPointerMove, { passive: true });
window.addEventListener("pointerdown", onPointerMove, { passive: true });
window.addEventListener("pointerup", onPointerGone, { passive: true });
window.addEventListener("pointercancel", onPointerGone, { passive: true });
document.addEventListener("pointerleave", onPointerGone);
window.addEventListener("blur", onPointerGone);
let ndcX = 2;
let ndcY = 2;
let presence = 0;
let camYawTarget = 0;
let camPitchTarget = 0;
let camYaw = 0;
let camPitch = 0;
let idleT = Math.random() * 100;
const trackPointer = (rect: DOMRect, frozen: boolean) => {
if (frozen) {
presence = 0;
return;
}
let target = 0;
if (pointerRawLive && rect.width > 0 && rect.height > 0) {
const x = (pointerRawX - rect.left) / rect.width;
const y = (pointerRawY - rect.top) / rect.height;
const near = x > -0.25 && x < 1.25 && y > -0.25 && y < 1.25;
if (near) {
target = 1;
ndcX += (x * 2 - 1 - ndcX) * 0.14;
ndcY += (-(y * 2 - 1) - ndcY) * 0.14;
camYawTarget = -ndcX * 0.14;
camPitchTarget = ndcY * 0.08;
}
}
presence += (target - presence) * 0.08;
if (target === 0) {
camYawTarget *= 0.96;
camPitchTarget *= 0.96;
}
camYaw += (camYawTarget - camYaw) * 0.06;
camPitch += (camPitchTarget - camPitch) * 0.06;
};
const setup = (): boolean => {
if (started) return renderer != null;
started = true;
try {
renderer = new THREE.WebGLRenderer({
canvas,
antialias: false,
alpha: false,
powerPreference: "low-power",
});
} catch {
renderer = null;
}
if (!renderer) return false;
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 1.5));
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.05;
scene = new THREE.Scene();
bgTexture = buildBackgroundTexture();
scene.background = bgTexture;
scene.fog = new THREE.FogExp2(new THREE.Color(0x050301), 0.055);
camera = new THREE.PerspectiveCamera(46, 16 / 9, 0.1, 60);
camera.position.set(0, 0, 8.5);
rig = new THREE.Group();
scene.add(rig);
patternTexture = buildPatternTexture();
const [deep, umber, amber, gold, pale, paper, canvasTok] = readColorTokens([
"--color-accent-950",
"--color-accent-900",
"--color-accent-800",
"--color-accent-600",
"--color-accent-400",
"--color-accent-300",
"--color-canvas",
]);
const faceColors = [amber, gold, umber, amber, pale, amber, gold, canvasTok, amber, umber, paper, deep];
const metal = srgb(DISPERSION.metal);
const fringeA = srgb(DISPERSION.fringeA);
const fringeB = srgb(DISPERSION.fringeB);
const glintColor = srgb(DISPERSION.glint);
const curve = new THREE.CatmullRomCurve3(
SPINE.map(([x, y, z]) => new THREE.Vector3(x, y, z)),
false,
"catmullrom",
0.4
);
const rand = seededRandom(1337);
for (let i = 0; i < DISC_COUNT; i++) {
const t = (i + 0.5) / DISC_COUNT;
const ease = Math.pow(t, 0.85);
const point = curve.getPointAt(t);
const tangent = curve.getTangentAt(t).normalize();
const radius = THREE.MathUtils.lerp(1.35, 0.4, ease) * (0.9 + rand() * 0.2);
const thickness = radius * THREE.MathUtils.lerp(0.05, 0.032, ease);
const geo = new THREE.CylinderGeometry(
radius,
radius,
thickness,
RADIAL_SEGMENTS,
1,
false
);
disposables.push(geo);
const baseColor = srgb(faceColors[i % faceColors.length]);
const faceMatA = new THREE.ShaderMaterial({
uniforms: {
uColor: { value: baseColor.clone() },
uEdgeTint: { value: fringeA.clone() },
uBrightness: { value: 1.08 },
uStreakPhase: { value: rand() * Math.PI * 2 },
uHasPattern: { value: rand() < 0.35 ? 1 : 0 },
uPatternTex: { value: patternTexture },
uSpot: { value: 0 },
},
vertexShader: VERTEX,
fragmentShader: FACE_FRAGMENT,
transparent: true,
depthWrite: false,
side: THREE.DoubleSide,
});
const faceMatB = faceMatA.clone();
faceMatB.uniforms.uBrightness.value = 0.82;
faceMatB.uniforms.uStreakPhase.value = rand() * Math.PI * 2;
disposables.push(faceMatA, faceMatB);
const edgeMat = new THREE.ShaderMaterial({
uniforms: {
uNotches: { value: Math.round(THREE.MathUtils.lerp(28, 54, ease)) },
uGlintAngle: { value: rand() * Math.PI * 2 },
uSpot: { value: 0 },
uMetal: { value: metal.clone() },
uFringeA: { value: fringeA.clone() },
uFringeB: { value: fringeB.clone() },
uGlint: { value: glintColor.clone() },
},
vertexShader: VERTEX,
fragmentShader: EDGE_FRAGMENT,
transparent: false,
side: THREE.DoubleSide,
});
disposables.push(edgeMat);
const mesh = new THREE.Mesh(geo, [edgeMat, faceMatA, faceMatB]);
mesh.position.copy(point);
mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), tangent);
mesh.rotateY(i * 0.47 + rand() * 0.6);
rig.add(mesh);
discs.push({
mesh,
edgeMat,
faceMatA,
faceMatB,
spinSpeed: (i % 2 === 0 ? 1 : -1) * (0.12 + rand() * 0.16),
glintPhase: rand() * Math.PI * 2,
glintSpeed: 0.15 + rand() * 0.12,
worldPos: new THREE.Vector3(),
});
}
composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
bloomPass = new UnrealBloomPass(new THREE.Vector2(1, 1), 0.5, 0.4, 0.82);
composer.addPass(bloomPass);
guardPass = new ShaderPass(GUARD_SHADER);
guardPass.material.uniforms.uGuard.value = guardOn ? 1 : 0;
composer.addPass(guardPass);
composer.addPass(new OutputPass());
return true;
};
const projected = new THREE.Vector3();
const updateDiscs = (time: number, dt: number, frozen: boolean) => {
if (!camera) return;
for (const d of discs) {
if (!frozen) {
d.mesh.rotateY(d.spinSpeed * dt);
}
d.mesh.getWorldPosition(d.worldPos);
projected.copy(d.worldPos).project(camera);
const dx = projected.x - ndcX;
const dy = projected.y - ndcY;
const spot = frozen
? 0
: Math.exp(-(dx * dx + dy * dy) * 70.0) * presence;
d.edgeMat.uniforms.uSpot.value = spot;
d.faceMatA.uniforms.uSpot.value = spot;
d.faceMatB.uniforms.uSpot.value = spot;
d.edgeMat.uniforms.uGlintAngle.value =
d.glintPhase + (frozen ? 0 : time * d.glintSpeed);
}
};
const measure = (): boolean => {
if (!renderer || !camera || !composer) return false;
const rect = canvas.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return false;
const w = Math.round(rect.width);
const h = Math.round(rect.height);
if (w !== width || h !== height) {
width = w;
height = h;
renderer.setSize(w, h, false);
composer.setSize(w, h);
bloomPass?.setSize(Math.round(w / 2), Math.round(h / 2));
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
return true;
};
const render = (time: number, frozen: boolean) => {
if (!renderer || !camera || !composer || !rig) return;
const rect = canvas.getBoundingClientRect();
trackPointer(rect, frozen);
if (!frozen) {
idleT += 0.006;
rig.rotation.y = camYaw * -1 + Math.sin(idleT) * 0.01;
rig.rotation.x = camPitch * -1 + Math.sin(idleT * 0.7) * 0.005;
camera.rotation.y = camYaw;
camera.rotation.x = camPitch;
}
updateDiscs(frozen ? stillTime : time, 0.033, frozen);
if (guardPass && guardOn) {
const el = readGuardEl();
let cx = 0.5, cy = 0.5, hw = 0.44, hh = 0.32;
if (el && rect.width > 0 && rect.height > 0) {
const r = el.getBoundingClientRect();
const padX = rect.width * 0.09;
const padY = rect.height * 0.11;
cx = (r.left + r.width / 2 - rect.left) / rect.width;
cy = 1 - (r.top + r.height / 2 - rect.top) / rect.height;
hw = (r.width / 2 + padX) / rect.width;
hh = (r.height / 2 + padY) / rect.height;
}
guardPass.material.uniforms.uReadA.value.set(cx, cy, hw, hh);
}
composer.render();
if (!painted) {
painted = true;
onPainted?.();
}
};
const drawStill = () => {
if (!measure()) return;
render(stillTime, true);
};
const frame = (now: number) => {
raf = requestAnimationFrame(frame);
if (now - last < 1000 / 30) return;
last = now;
if (!measure()) return;
render((now - start) / 1000, false);
};
const stop = () => {
if (raf) cancelAnimationFrame(raf);
raf = 0;
if (painted) {
painted = false;
onIdle?.();
}
};
const play = () => {
if (dead || !visible || document.hidden) return;
if (!started) {
if (!setup()) return;
}
if (isStill()) {
stop();
drawStill();
return;
}
if (raf) return;
start = performance.now() - stillTime * 1000;
last = 0;
if (measure()) {
render((performance.now() - start) / 1000, false);
last = performance.now();
}
raf = requestAnimationFrame(frame);
};
const io = new IntersectionObserver(
([entry]) => {
visible = entry.isIntersecting;
if (visible) play();
else stop();
},
{ rootMargin: "160px" }
);
io.observe(canvas);
const onVisibility = () => (document.hidden ? stop() : play());
document.addEventListener("visibilitychange", onVisibility);
const ro = new ResizeObserver(() => {
if (isStill()) drawStill();
});
ro.observe(canvas);
const restart = () => {
stop();
play();
};
const mo = new MutationObserver(restart);
mo.observe(root, {
attributes: true,
attributeFilter: ["data-force-reduced-motion"],
});
motionQuery.addEventListener("change", restart);
const onContextLost = (e: Event) => {
e.preventDefault();
dead = true;
stop();
painted = false;
onIdle?.();
};
const onContextRestored = () => {
dead = false;
play();
};
canvas.addEventListener("webglcontextlost", onContextLost);
canvas.addEventListener("webglcontextrestored", onContextRestored);
return () => {
stop();
io.disconnect();
ro.disconnect();
mo.disconnect();
motionQuery.removeEventListener("change", restart);
document.removeEventListener("visibilitychange", onVisibility);
canvas.removeEventListener("webglcontextlost", onContextLost);
canvas.removeEventListener("webglcontextrestored", onContextRestored);
window.removeEventListener("pointermove", onPointerMove);
window.removeEventListener("pointerdown", onPointerMove);
window.removeEventListener("pointerup", onPointerGone);
window.removeEventListener("pointercancel", onPointerGone);
document.removeEventListener("pointerleave", onPointerGone);
window.removeEventListener("blur", onPointerGone);
for (const d of disposables) d.dispose();
bgTexture?.dispose();
patternTexture?.dispose();
discs = [];
composer = null;
if (renderer) {
renderer.dispose();
renderer.forceContextLoss();
}
};
}
export interface LensStackFieldProps {
className?: string;
/**
* CSS selector for the block the reading guard should keep readable,
* resolved against `document`. `null` (the default) turns the guard off.
*/
guardSelector?: string | null;
}
export function LensStackField({
className,
guardSelector = null,
}: LensStackFieldProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
return mountLensStack(canvas, {
guardSelector,
onPainted: () => canvas.setAttribute("data-shader", "on"),
onIdle: () => canvas.removeAttribute("data-shader"),
});
}, [guardSelector]);
return (
<div
className={`absolute inset-0 overflow-hidden${className ? ` ${className}` : ""}`}
aria-hidden="true"
>
<div className="absolute inset-0 [background:radial-gradient(_16%_26%_at_22%_78%,oklch(0.86_0.07_85_/_0.9)_0%,oklch(0.62_0.16_45_/_0.5)_60%,transparent_78%_),radial-gradient(_13%_22%_at_34%_63%,oklch(0.7_0.16_50_/_0.85)_0%,transparent_76%_),radial-gradient(_11%_18%_at_45%_50%,oklch(0.5_0.14_45_/_0.8)_0%,transparent_78%_),radial-gradient(_9%_15%_at_55%_38%,oklch(0.3_0.09_40_/_0.75)_0%,transparent_80%_),radial-gradient(_7%_12%_at_65%_27%,oklch(0.66_0.15_60_/_0.65)_0%,transparent_82%_),radial-gradient(_5%_9%_at_74%_18%,oklch(0.4_0.1_45_/_0.55)_0%,transparent_85%_),radial-gradient(_140%_120%_at_22%_82%,oklch(0.2_0.06_45_/_0.4)_0%,transparent_60%_),oklch(0.05_0.01_40)]" />
<canvas ref={canvasRef} className="absolute inset-0 w-full h-full opacity-0 transition-opacity duration-[--duration-slow] ease-[--ease-standard] data-[shader=on]:opacity-100" />
</div>
);
}Custom work
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