
Free React and Tailwind product cards: three cards with a title, price and add to cart button, each photo a live rendered object in window light.
components/we-inc/tailwind-product-card-row-with-photoreal-ceramic-cup-glass-carafe-and-linen-napkins-in-window-light.tsx
import { useEffect, useRef, useState } from "react";
import { useReducedMotion } from "framer-motion";
/** The three products, left to right. `object` picks what the photo shows; `field` is the paper sweep colour behind it (linear RGB). */
const products = [
{ name: "Stoneware cup", detail: "Oat glaze, 240 ml", price: 28, object: 0, field: [0.34, 0.115, 0.06], still: "#9c5a3c", turn: -0.3, alt: "A cream glazed stoneware cup with a loop handle on a terracotta paper sweep in low window light" },
{ name: "Glass carafe", detail: "Mouth-blown, 1 litre", price: 46, object: 1, field: [0.035, 0.1, 0.075], still: "#2f5446", turn: 0.6, alt: "A clear glass carafe with a pinched pouring lip on a deep green paper sweep, throwing a pale shadow" },
{ name: "Linen napkins", detail: "Stonewashed flax, set of two", price: 22, object: 2, field: [0.075, 0.12, 0.19], still: "#4a5f7c", turn: 0.35, alt: "Two folded natural linen napkins stacked on a slate blue paper sweep in window light" },
];
const HOVER_TURN = 0.42; // how far the object turns while the card is hovered or focused, in radians
const CURRENCY = new Intl.NumberFormat("en-US", { style: "currency", currency: "USD", maximumFractionDigits: 0 });
const GROTESK = '"Inter Tight", "Inter", ui-sans-serif, system-ui, sans-serif';
/* ---- photoreal kit (pasted, see PHOTOREAL-KIT.md) ---- */
const FULLSCREEN_VS = `#version 300 es
out vec2 vUv;
void main() { vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2)); vUv = p; gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); }`;
const GLSL_HEADER = `#version 300 es
precision highp float;
uniform vec2 uRes; // drawing buffer size in pixels
uniform float uFrame; // sample index since the last reset (drives every random number)
uniform float uTime; // seconds, for things that really move
uniform vec3 uCamPos, uCamRt, uCamUp, uCamFw;
uniform float uTan, uAspect, uAperture, uFocus;
uniform vec2 uShift; // lens shift (architectural framing): move the subject in frame without tilting verticals
out vec4 o;`;
const GLSL_COMMON = `
#define PI 3.14159265359
float saturate(float x) { return clamp(x, 0.0, 1.0); }
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 p3) { p3 = fract(p3 * 0.1031); p3 += dot(p3, p3.zyx + 31.32); return fract((p3.x + p3.y) * p3.z); }
float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); }
float vnoise(vec2 p) {
vec2 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
return mix(mix(hash12(i), hash12(i + vec2(1, 0)), f.x), mix(hash12(i + vec2(0, 1)), hash12(i + vec2(1, 1)), f.x), f.y);
}
float vnoise3(vec3 p) {
vec3 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
return mix(mix(mix(hash13(i), hash13(i + vec3(1, 0, 0)), f.x), mix(hash13(i + vec3(0, 1, 0)), hash13(i + vec3(1, 1, 0)), f.x), f.y),
mix(mix(hash13(i + vec3(0, 0, 1)), hash13(i + vec3(1, 0, 1)), f.x), mix(hash13(i + vec3(0, 1, 1)), hash13(i + vec3(1, 1, 1)), f.x), f.y), f.z);
}
float fbm(vec2 p) { float a = 0.5, s = 0.0; for (int i = 0; i < 5; i++) { s += a * vnoise(p); p = mat2(1.6, 1.2, -1.2, 1.6) * p + 3.1; a *= 0.5; } return s; }
float fbm3(vec3 p) { float a = 0.5, s = 0.0; for (int i = 0; i < 4; i++) { s += a * vnoise3(p); p = p * 2.03 + vec3(1.7, 9.2, 3.1); a *= 0.5; } return s; }
// Clamp one sample before it is averaged: a single lucky glossy ray hitting the window would otherwise leave
// a bright speck ("firefly") that takes hundreds of frames to fade. Call on the final colour in main().
vec3 clampSample(vec3 c, float m) { float l = max(c.r, max(c.g, c.b)); return l > m ? c * (m / l) : c; }
// A new well-spread 2D random point per pixel AND per frame: the R2 low-discrepancy sequence over frames,
// rotated by a per-pixel white-noise offset (structured offsets such as ign() show diagonal hatching while moving).
// Use a different salt for every decision (pixel jitter, lens, sun disc, gloss...). Accumulation averages them.
vec2 rand2(float salt) {
vec2 f = gl_FragCoord.xy + salt * 17.13;
return fract(vec2(hash12(f), hash12(f + 71.7)) + uFrame * vec2(0.7548776662, 0.5698402910));
}`;
const GLSL_SAMPLING = `
mat3 basisOf(vec3 n) { vec3 t = abs(n.y) < 0.999 ? normalize(cross(vec3(0.0, 1.0, 0.0), n)) : vec3(1.0, 0.0, 0.0); return mat3(t, cross(n, t), n); }
vec2 diskSample(vec2 u) { float r = sqrt(u.x), a = 6.2831853 * u.y; return r * vec2(cos(a), sin(a)); }
vec3 cosineSample(vec3 n, vec2 u) { vec2 d = diskSample(u); return basisOf(n) * vec3(d, sqrt(max(0.0, 1.0 - dot(d, d)))); }
// a microfacet normal from the GGX distribution: reflect about it for a rough reflection, refract through it for frosted glass
vec3 ggxSample(vec3 n, float rough, vec2 u) {
float a = rough * rough;
float ct = sqrt((1.0 - u.x) / (1.0 + (a * a - 1.0) * u.x)), st = sqrt(max(0.0, 1.0 - ct * ct)), ph = 6.2831853 * u.y;
return normalize(basisOf(n) * vec3(st * cos(ph), st * sin(ph), ct));
}`;
const GLSL_CAMERA = `
// Thin-lens camera. Sub-pixel jitter = supersampling; a random point on the lens = true depth of field.
// uAperture is the lens radius in scene units (0 = pinhole). uFocus is the distance along the view axis that is sharp.
void cameraRay(out vec3 ro, out vec3 rd) {
vec2 px = rand2(1.0) - 0.5;
vec2 ndc = (gl_FragCoord.xy + px) / uRes * 2.0 - 1.0 - uShift;
vec3 dir = normalize(uCamFw + uCamRt * (ndc.x * uTan * uAspect) + uCamUp * (ndc.y * uTan));
vec3 fp = uCamPos + dir * (uFocus / dot(dir, uCamFw));
vec2 lens = diskSample(rand2(2.0)) * uAperture;
ro = uCamPos + uCamRt * lens.x + uCamUp * lens.y;
rd = normalize(fp - ro);
}`;
// the light rig, edited for this scene: a tall window behind and to the left, so shadows fall toward the camera
const GLSL_RIG_SETTINGS = `
const vec3 KEY_DIR = normalize(vec3(-0.55, 0.62, -0.56));
const vec3 KEY_COL = vec3(1.0, 0.84, 0.66) * 3.0;
const float KEY_SPREAD = 0.006;
const float WIN_DIST = 160.0;
const vec2 WIN_HALF = vec2(13.0, 24.0);
const vec2 WIN_OFF = vec2(-2.0, -4.0);
const float BAR = 0.8;
const float BAR_Y = 5.0;
const vec3 SKY_COL = vec3(0.60, 0.67, 0.78) * 0.2;
const vec3 FILL_DIR = normalize(vec3(0.35, 0.4, 1.0));
const vec3 FILL_COL = vec3(1.0, 0.95, 0.88) * 0.15;
const vec3 CEIL_COL = vec3(0.95, 0.9, 0.84) * 0.5;`;
const GLSL_LIGHT_RIG = `
// the window opening with one vertical bar and one transom, in window-plane units
float paneMask(vec2 q, float pen) {
vec2 e = WIN_HALF - abs(q);
float open = smoothstep(-pen, pen, e.x) * smoothstep(-pen, pen, e.y);
float bars = smoothstep(-pen, pen, abs(q.x) - BAR) * smoothstep(-pen, pen, abs(q.y - BAR_Y) - BAR);
return open * bars;
}
// The gobo: how much of the window a point sees along KEY_DIR. This is what makes light look like it came
// from a real room instead of a CG directional light: a pool with straight edges and bar shadows.
float keyGobo(vec3 p) {
mat3 B = basisOf(KEY_DIR);
vec2 q = vec2(dot(p, B[0]), dot(p, B[1])) - WIN_OFF;
float d = max(WIN_DIST - dot(p, KEY_DIR), 1.0);
return paneMask(q, 0.25 + d * KEY_SPREAD);
}
// What a mirror sees. The window appears as a bright shape with bars: that shape in every reflection is the
// single strongest "this is a photograph" cue. Everything else is dark so reflections have contrast.
// envStudioRough: the same room seen in a ROUGH surface. Instead of firing random glossy rays at a small, very
// bright window (the source of sand-like speckle and sparkling metal), the window and card are blurred
// analytically by the roughness. Deterministic: zero noise, converges in one frame.
vec3 envStudioRough(vec3 rd, float rough) {
float a = rough * rough; // GGX alpha: roughly the angular blur in radians
vec3 c = mix(vec3(0.028, 0.025, 0.022), CEIL_COL, smoothstep(0.1 - a, 0.95 + a, rd.y));
c = mix(c, vec3(0.09, 0.075, 0.06), smoothstep(0.0, -0.5 - a, rd.y));
float k = dot(rd, KEY_DIR);
if (k > 0.0) {
mat3 B = basisOf(KEY_DIR);
vec2 q = vec2(dot(rd, B[0]), dot(rd, B[1])) / k * WIN_DIST - WIN_OFF;
float pen = 1.2 + a * WIN_DIST;
// a blurred window spreads the same light over a larger area: keep its energy, so the peak drops
float spread = (WIN_HALF.x * WIN_HALF.y) / ((WIN_HALF.x + pen) * (WIN_HALF.y + pen));
c += vec3(1.0, 0.96, 0.9) * 26.0 * paneMask(q, pen) * mix(1.0, spread, saturate(a * 4.0));
}
float f = dot(rd, FILL_DIR);
if (f > 0.0) {
mat3 B = basisOf(FILL_DIR);
vec2 e = vec2(0.6, 0.36) - abs(vec2(dot(rd, B[0]), dot(rd, B[1])) / f);
float w = 0.18 + a;
c += FILL_COL * 7.0 * smoothstep(-w, w, e.x) * smoothstep(-w, w, e.y);
}
return c;
}
vec3 envStudio(vec3 rd) { return envStudioRough(rd, 0.0); }`;
const GLSL_MATERIALS = `
// q = position in the object's own frame, in CENTIMETRES (scale noise accordingly if your units differ).
// n = geometric normal. Every material returns a perturbed normal: real surfaces are never perfect.
struct Mat { vec3 albedo; float rough; float metal; float coat; vec3 n; };
Mat mk(vec3 a, float r, float m, float c, vec3 n) { Mat x; x.albedo = a; x.rough = r; x.metal = m; x.coat = c; x.n = n; return x; }
// Metals: these are reflectance (F0) colours in linear light, not paint colours.
const vec3 BRASS = vec3(0.88, 0.69, 0.37);
const vec3 GOLD = vec3(1.0, 0.76, 0.33);
const vec3 STEEL = vec3(0.56, 0.56, 0.54);
const vec3 ALUMINIUM = vec3(0.91, 0.92, 0.92);
const vec3 COPPER = vec3(0.95, 0.62, 0.50);
// Brushed: fine parallel scratches along axis. Tilting the normal ACROSS the brushing stretches highlights
// across it, which is how brushed metal really looks.
Mat matBrushed(vec3 q, vec3 n, vec3 f0, vec3 axis) {
vec3 b = normalize(cross(n, axis) + 1e-4);
float a = dot(q, axis), c = dot(q, b);
float s = 0.6 * vnoise(vec2(a * 0.5, c * 240.0)) + 0.4 * vnoise(vec2(a * 0.1, c * 700.0));
return mk(f0 * (0.96 + 0.04 * s), 0.24 + 0.04 * s, 1.0, 0.0, normalize(n + b * (s - 0.5) * 0.012));
}
// Polished: near mirror, with faint handling haze in patches (no real polished object is uniform).
Mat matPolished(vec3 q, vec3 n, vec3 f0) {
float h = fbm(q.xz * 0.9 + q.y);
return mk(f0, 0.04 + 0.09 * smoothstep(0.45, 0.75, h), 1.0, 0.0, n);
}
// Glazed ceramic: coloured body under a glass coat; glaze pools and thins, a few pinholes, gentle waviness.
Mat matCeramic(vec3 q, vec3 n, vec3 glaze) {
float pool = fbm(q.xz * 0.6 + q.y * 0.4);
float pin = step(0.996, hash13(floor(q * 22.0)));
vec3 w = vec3(fbm(q.xy * 1.3) - 0.5, 0.0, fbm(q.zy * 1.3 + 4.0) - 0.5);
return mk(glaze * (0.78 + 0.4 * pool) * (1.0 - 0.6 * pin), 0.35, 0.0, 1.0, normalize(n + w * 0.025));
}
// Matte paper or card: fibres, never flat white.
Mat matPaper(vec3 q, vec3 n, vec3 tint) {
float f = fbm(q.xz * 9.0) * 0.6 + vnoise(q.xz * 60.0) * 0.4;
return mk(tint * (0.93 + 0.08 * f), 0.88, 0.0, 0.0, normalize(n + vec3(f - 0.5, 0.0, f - 0.5) * 0.02));
}
// Linen: plain weave with slubs (thicker uneven threads), about 18 threads per cm.
Mat matLinen(vec3 q, vec3 n, vec3 tint) {
vec2 u = q.xz * 18.0;
float wx = 0.5 + 0.5 * sin(u.x * PI), wy = 0.5 + 0.5 * sin(u.y * PI);
float over = mod(floor(u.x) + floor(u.y), 2.0);
float th = mix(wx, wy, over);
float slub = vnoise(vec2(floor(u.x) * 3.1, u.y * 0.08)) * vnoise(vec2(u.x * 0.08, floor(u.y) * 2.7));
vec3 a = tint * (0.8 + 0.2 * th) * (0.92 + 0.16 * slub);
return mk(a, 0.9, 0.0, 0.0, normalize(n + vec3(cos(u.x * PI) * (1.0 - over), 0.0, cos(u.y * PI) * over) * 0.08));
}
// Plaster / limewash: broad trowel clouds and fine pores.
Mat matPlaster(vec3 q, vec3 n, vec3 tint) {
float c = fbm(q.xy * 0.18 + q.z * 0.1), p = vnoise(q.xy * 35.0 + q.z);
return mk(tint * (0.86 + 0.22 * c) * (0.97 + 0.04 * p), 0.92, 0.0, 0.0, normalize(n + vec3(p - 0.5, c - 0.5, 0.0) * 0.03));
}
// Honed travertine: cream with soft bands along one direction and long shallow pits.
Mat matTravertine(vec3 q, vec3 n) {
float band = fbm(vec2(q.z * 0.35 + fbm(q.xz * 0.08) * 2.0, q.x * 0.03));
vec3 a = mix(vec3(0.66, 0.58, 0.47), vec3(0.78, 0.71, 0.6), band);
float pitN = vnoise(vec2(q.x * 1.6, q.z * 9.0) + 7.0) * vnoise(vec2(q.x * 0.5, q.z * 3.0));
float pit = smoothstep(0.5, 0.58, pitN);
a = mix(a, vec3(0.52, 0.44, 0.34), pit * 0.3);
a *= 0.96 + 0.08 * vnoise(q.xz * 30.0);
return mk(a, mix(0.42, 0.9, pit), 0.0, 0.0, normalize(n + vec3(0.0, 0.0, pit * 0.08)));
}
// Marble: soft warped veins, polished.
Mat matMarble(vec3 q, vec3 n, vec3 base, vec3 vein) {
// thin veins that wander but do not curl: low warp, a main vein family and a fainter hairline family
float w = fbm3(q * 0.15) * 3.2;
float v = 1.0 - smoothstep(0.0, 0.05, abs(sin(q.x * 0.35 + q.z * 0.18 + w)));
float hair = 1.0 - smoothstep(0.0, 0.03, abs(sin(q.x * 0.9 - q.z * 0.6 + w * 1.7)));
vec3 a = mix(base, vein, v * 0.6 + hair * 0.2) * (0.96 + 0.08 * fbm(q.xz * 1.5));
return mk(a, 0.12, 0.0, 0.6, n);
}
// Wood, grain running along x. Photographic wood is LOW contrast: rings within 25% brightness, not stripes.
const vec3 OAK_LIGHT = vec3(0.52, 0.36, 0.20), OAK_DARK = vec3(0.36, 0.23, 0.12);
const vec3 WALNUT_LIGHT = vec3(0.20, 0.11, 0.06), WALNUT_DARK = vec3(0.11, 0.055, 0.03);
Mat matWood(vec3 q, vec3 n, vec3 light, vec3 dark, float pores) {
float r = length(q.yz + vec2(9.0, 4.0)) * 3.2 + fbm3(q * vec3(0.05, 0.7, 0.7)) * 3.0;
float ring = smoothstep(0.4, 0.95, fract(r));
float streak = vnoise(vec2(q.x * 0.05, q.z * 11.0 + q.y * 11.0)) * 0.6 + vnoise(vec2(q.x * 0.2, q.z * 40.0)) * 0.4;
vec3 a = mix(light, dark, ring * 0.3 + streak * 0.35);
float pore = smoothstep(0.78, 0.86, vnoise(vec2(q.x * 1.4, (q.z + q.y) * 55.0))) * pores;
a *= 1.0 - pore * 0.35;
return mk(a, 0.45 + 0.2 * pore, 0.0, 0.35, normalize(n + vec3(0.0, 0.0, (streak - 0.5) * 0.03)));
}
// Dielectrics (glass, acrylic, resin). You trace the refracted ray yourself; these do the physics around it.
float fresnelD(float c, float ior) { float r = (1.0 - ior) / (1.0 + ior); r *= r; return r + (1.0 - r) * pow(1.0 - saturate(c), 5.0); }
// Light lost to the colour of the body over a path of length len. absorb is per unit length per channel:
// clear soda glass vec3(0.05, 0.012, 0.03) per cm (green edges); resin uses strong values for deep colour.
vec3 beer(vec3 absorb, float len) { return exp(-absorb * len); }`;
const GLSL_SDF = `
float sdRoundBox(vec3 p, vec3 b, float r) { vec3 q = abs(p) - b + r; return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - r; }
float smax(float a, float b, float k) { float h = max(k - abs(a - b), 0.0); return max(a, b) + h * h * 0.25 / k; }
float smin(float a, float b, float k) { float h = max(k - abs(a - b), 0.0); return min(a, b) - h * h * 0.25 / k; }
// ray vs box centred at the origin: (t near, t far)
vec2 boxI(vec3 ro, vec3 rd, vec3 b) {
rd = mix(rd, vec3(1e-5), lessThan(abs(rd), vec3(1e-5)));
vec3 m = 1.0 / rd, n = m * ro, k = abs(m) * b;
vec3 t1 = -n - k, t2 = -n + k;
return vec2(max(max(t1.x, t1.y), t1.z), min(min(t2.x, t2.y), t2.z));
}
vec3 boxFaceNormal(vec3 p, vec3 b) { vec3 d = abs(p) / b; return d.x > d.y && d.x > d.z ? vec3(sign(p.x), 0, 0) : d.y > d.z ? vec3(0, sign(p.y), 0) : vec3(0, 0, sign(p.z)); }`;
const GLSL_SHADOW_AO = `
// needs: const float SCENE_TOP, AO_RADIUS; float map(vec3); float mapShadow(vec3); vec3 lightFilter(vec3 p, vec3 l)
// Deterministic penumbra (no random sun points: random shadow rays are the main source of floor speckle).
// SHADOW_SOFT is the penumbra angle in radians: sun-sharp is ~0.01, overcast-soft ~0.08.
const float SHADOW_SOFT = 0.03;
float softShadow(vec3 ro, vec3 rd, float tmin, float tmax) {
float res = 1.0, t = tmin, ph = 1e10;
for (int i = 0; i < 48; i++) {
vec3 p = ro + rd * t;
if (p.y > SCENE_TOP && rd.y > 0.0) break;
float h = mapShadow(p);
if (h < 0.0004) return 0.0;
float y = h * h / (2.0 * ph), d = sqrt(max(h * h - y * y, 0.0));
res = min(res, d / (SHADOW_SOFT * max(1e-3, t - y)));
ph = h;
t += clamp(h, 0.01, 3.0);
if (t > tmax) break;
}
res = saturate(res);
return res * res * (3.0 - 2.0 * res);
}
vec3 shadowCol(vec3 ro, vec3 rd) { return softShadow(ro, rd, 0.01, 200.0) * lightFilter(ro, rd); }
float calcAO(vec3 p, vec3 n) {
float occ = 0.0, s = 1.0;
for (int i = 0; i < 5; i++) { float h = AO_RADIUS * (0.06 + 0.94 * float(i) / 4.0); occ += (h - map(p + n * h)) * s; s *= 0.72; }
return saturate(1.0 - 1.4 * occ / AO_RADIUS);
}
vec3 calcNormal(vec3 p, float e) {
vec2 k = vec2(1.0, -1.0);
return normalize(k.xyy * map(p + k.xyy * e) + k.yyx * map(p + k.yyx * e) + k.yxy * map(p + k.yxy * e) + k.xxx * map(p + k.xxx * e));
}`;
const GLSL_LIGHTING = `
// One opaque surface under the rig. Diffuse from the key (through the window gobo, with smooth analytic
// shadows), cool sky and the card; specular reflects the room along the mirror direction with the window
// pre-blurred by roughness (envStudioRough). Everything here is deterministic, so it adds NO per-frame noise:
// accumulation only has to clean up edges, depth of field and any glass you trace yourself.
// coat adds a sharp glaze/lacquer layer.
vec3 litOpaque(vec3 p, vec3 v, Mat m, float ao) {
vec3 n = m.n;
float NoV = max(dot(n, v), 1e-3);
vec3 L = KEY_DIR;
float NoL = max(dot(n, L), 0.0);
vec3 sun = NoL > 0.0 ? KEY_COL * NoL * keyGobo(p) * shadowCol(p + n * 0.015, L) : vec3(0.0);
vec3 f0 = mix(vec3(0.04), m.albedo, m.metal);
vec3 F = f0 + (1.0 - f0) * pow(1.0 - NoV, 5.0);
vec3 amb = SKY_COL * (0.55 + 0.45 * n.y) + FILL_COL * 1.6 * max(dot(n, FILL_DIR) + 0.25, 0.0);
vec3 col = (1.0 - F) * (1.0 - m.metal) * m.albedo * (sun + amb * ao);
vec3 r = reflect(-v, n);
// rough surfaces lose some of the grazing Fresnel boost
vec3 Fr = f0 + (max(vec3(1.0 - m.rough), f0) - f0) * pow(1.0 - NoV, 5.0);
col += Fr * envStudioRough(r, m.rough) * mix(vec3(1.0), shadowCol(p + n * 0.015, r), 1.0 - m.rough * 0.6) * mix(1.0, ao, 0.6);
if (m.coat > 0.0) {
vec3 rc = reflect(-v, n);
float Fc = (0.04 + 0.96 * pow(1.0 - NoV, 5.0)) * m.coat;
col = col * (1.0 - Fc) + Fc * envStudio(rc) * shadowCol(p + n * 0.015, rc);
}
return col;
}
// Light that a lit translucent body gives off from inside (resin, wax, jade, frosted acrylic).
vec3 subsurface(vec3 p, vec3 n, vec3 scatterCol, float strength) {
return scatterCol * strength * (KEY_COL * keyGobo(p) * (0.35 + 0.65 * max(dot(n, KEY_DIR), 0.0)) + SKY_COL);
}`;
const OUTPUT_FS = `#version 300 es
precision highp float;
uniform sampler2D uAccum;
uniform vec2 uPx;
uniform float uExposure, uGrain, uVignette, uSeed, uHalation;
in vec2 vUv;
out vec4 o;
float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); }
float hash(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); }
// ACES filmic fit: highlights roll off instead of clipping, which is most of the "camera" look
vec3 aces(vec3 x) { return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0); }
void main() {
vec3 c = texture(uAccum, vUv).rgb;
// halation: the brightest highlights bleed a warm glow, like light scattering in film
vec3 g = vec3(0.0);
float rot = 6.2831853 * ign(gl_FragCoord.xy);
for (int k = 0; k < 12; k++) {
float a = float(k) * 2.39996 + rot, r = 2.0 + 24.0 * sqrt(float(k) / 12.0);
g += max(texture(uAccum, vUv + vec2(cos(a), sin(a)) * r * uPx).rgb - 2.0, 0.0);
}
c += g / 12.0 * vec3(0.42, 0.3, 0.22) * uHalation;
c = aces(c * uExposure);
vec2 q = vUv - 0.5;
c *= 1.0 - uVignette * dot(q, q) * 2.0;
c = pow(c, vec3(1.0 / 2.2));
// grain lives in the midtones, never in pure black or white
float l = dot(c, vec3(0.299, 0.587, 0.114));
// static grain (it does not crawl), meant to be barely visible: default amplitude 0.012
c += (hash(gl_FragCoord.xy + uSeed) - 0.5) * uGrain * (0.25 + 3.0 * l * (1.0 - l));
o = vec4(c, 1.0);
}`;
type Vec3 = [number, number, number];
type Camera = { pos: Vec3; rt: Vec3; up: Vec3; fw: Vec3; tan: number; aspect: number; shift: [number, number]; aperture: number; focus: number };
const sub = (a: Vec3, b: Vec3): Vec3 => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
const dot = (a: Vec3, b: Vec3) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const norm = (a: Vec3): Vec3 => { const l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; };
const cross = (a: Vec3, b: Vec3): Vec3 => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
function lookAt(pos: Vec3, target: Vec3, fovYdeg: number, aspect: number, aperture = 0, shift: [number, number] = [0, 0]): Camera {
const fw = norm(sub(target, pos));
const rt = norm(cross(fw, [0, 1, 0]));
const up = cross(rt, fw);
return { pos, rt, up, fw, tan: Math.tan((fovYdeg * Math.PI) / 360), aspect, shift, aperture, focus: Math.hypot(...sub(target, pos)) };
}
function compileProgram(gl: WebGL2RenderingContext, vs: string, fs: string) {
const p = gl.createProgram()!;
for (const [type, src] of [[gl.VERTEX_SHADER, vs], [gl.FRAGMENT_SHADER, fs]] as const) {
const s = gl.createShader(type)!;
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || "shader");
gl.attachShader(p, s);
}
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(p) || "link");
return p;
}
type StageOptions = {
canvas: HTMLCanvasElement;
wrap: HTMLElement;
/** full fragment shader: GLSL_HEADER + chunks + your scene. Writes linear HDR to `o`. */
sceneFS: string;
/** called once per CSS resize, before drawing: build your camera here and return it */
camera: (cssW: number, cssH: number) => Camera;
/** your uniforms, every rendered frame (program is in use) */
uniforms?: (gl: WebGL2RenderingContext, loc: (name: string) => WebGLUniformLocation | null, t: number) => void;
/** advance your simulation; return true while anything visible is still moving */
step?: (dt: number, t: number) => boolean;
/** samples per pixel when at rest (then drawing stops). Default 128; never below 96 */
samples?: number;
/** blend weight of each new frame while moving: 0.25 (default) keeps ~4 frames of history; raise for fast motion */
motionBlend?: number;
maxPixels?: number; // cap on drawing buffer pixels, default 2.2e6
maxDpr?: number; // default 2
exposure?: number; grain?: number; vignette?: number; halation?: number;
onFail?: () => void; // WebGL 2 missing, shader error or context lost: show your CSS still
};
function createPhotoStage(o: StageOptions) {
const { canvas, wrap } = o;
const fail = () => { o.onFail?.(); return null; };
const gl = canvas.getContext("webgl2", { antialias: false, alpha: false, depth: false, powerPreference: "high-performance" });
if (!gl) return fail();
const float = !!gl.getExtension("EXT_color_buffer_float");
let scene: WebGLProgram, out: WebGLProgram;
try {
scene = compileProgram(gl, FULLSCREEN_VS, o.sceneFS);
out = compileProgram(gl, FULLSCREEN_VS, OUTPUT_FS);
} catch (e) {
console.error(e);
return fail();
}
const SAMPLES = o.samples ?? 128;
const MOTION = o.motionBlend ?? 0.25;
let frameNo = 0;
const maxPixels = o.maxPixels ?? 2.2e6;
let scale = Math.min(window.devicePixelRatio || 1, o.maxDpr ?? 2);
const vao = gl.createVertexArray();
const fbo = gl.createFramebuffer();
const tex = gl.createTexture();
const locS = new Map<string, WebGLUniformLocation | null>();
const loc = (n: string) => { if (!locS.has(n)) locS.set(n, gl.getUniformLocation(scene, n)); return locS.get(n)!; };
const locO = (n: string) => gl.getUniformLocation(out, n);
let W = 0, H = 0, cssW = 1, cssH = 1, n = 0, cam: Camera | null = null;
const resize = () => {
cssW = Math.max(1, wrap.clientWidth); cssH = Math.max(1, wrap.clientHeight);
let k = scale;
if (cssW * cssH * k * k > maxPixels) k = Math.sqrt(maxPixels / (cssW * cssH));
cam = o.camera(cssW, cssH);
n = 0;
const w = Math.max(2, Math.round(cssW * k)), h = Math.max(2, Math.round(cssH * k));
if (w === W && h === H) return;
W = w; H = h; canvas.width = W; canvas.height = H;
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, float ? gl.RGBA16F : gl.RGBA8, W, H, 0, gl.RGBA, float ? gl.HALF_FLOAT : gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.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);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
};
const draw = (t: number, moving: boolean) => {
const c = cam!;
gl.bindVertexArray(vao);
gl.viewport(0, 0, W, H);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.useProgram(scene);
gl.uniform2f(loc("uRes"), W, H);
gl.uniform1f(loc("uFrame"), frameNo++); // never repeats, so moving frames keep exploring new samples
gl.uniform1f(loc("uTime"), t);
gl.uniform3fv(loc("uCamPos"), c.pos); gl.uniform3fv(loc("uCamRt"), c.rt); gl.uniform3fv(loc("uCamUp"), c.up); gl.uniform3fv(loc("uCamFw"), c.fw);
gl.uniform1f(loc("uTan"), c.tan); gl.uniform1f(loc("uAspect"), c.aspect); gl.uniform1f(loc("uAperture"), c.aperture); gl.uniform1f(loc("uFocus"), c.focus);
gl.uniform2fv(loc("uShift"), c.shift);
o.uniforms?.(gl, loc, t);
// blend the new jittered frame into the running average: alpha 1/(n+1) is an exact mean;
// while moving keep a SHORT history instead of restarting: alpha 0.25 is about 4 frames (a touch of motion
// blur, no speckle). When it stops, carry on averaging from there: n continues at 1/MOTION samples.
const alpha = moving ? MOTION : 1 / (n + 1);
gl.enable(gl.BLEND);
gl.blendFunc(gl.CONSTANT_ALPHA, gl.ONE_MINUS_CONSTANT_ALPHA);
gl.blendColor(0, 0, 0, n === 0 ? 1 : alpha);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.disable(gl.BLEND);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.useProgram(out);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.uniform1i(locO("uAccum"), 0);
gl.uniform2f(locO("uPx"), 1 / W, 1 / H);
gl.uniform1f(locO("uExposure"), o.exposure ?? 1);
gl.uniform1f(locO("uGrain"), o.grain ?? 0.012);
gl.uniform1f(locO("uVignette"), o.vignette ?? 0.35);
gl.uniform1f(locO("uHalation"), o.halation ?? 0.6);
gl.uniform1f(locO("uSeed"), 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
n = moving ? Math.round(1 / MOTION) : n + 1;
};
resize();
const ro = new ResizeObserver(resize);
ro.observe(wrap);
let raf = 0, last = performance.now(), slow = 0, onScreen = true, dead = false;
const t0 = last;
const tick = (now: number) => {
raf = 0;
const real = now - last;
last = now;
const dt = Math.min(real / 1000, 0.05);
const t = (now - t0) / 1000;
const moving = o.step ? o.step(dt, t) : false;
if (moving || n < SAMPLES) {
if (moving) {
// measure, do not guess: if moving frames run long, draw fewer pixels
slow = slow * 0.9 + (real > 28 ? 0.1 : 0);
if (slow > 0.55 && scale > 0.45) { scale *= 0.85; slow = 0; W = 0; resize(); }
}
draw(t, moving);
}
if (onScreen && !document.hidden) raf = requestAnimationFrame(tick);
};
const wake = () => { if (!raf && !dead && onScreen && !document.hidden) { last = performance.now(); raf = requestAnimationFrame(tick); } };
const io = new IntersectionObserver(([e]) => { onScreen = e.isIntersecting; wake(); });
io.observe(wrap);
document.addEventListener("visibilitychange", wake);
const lost = (e: Event) => { e.preventDefault(); dead = true; o.onFail?.(); };
canvas.addEventListener("webglcontextlost", lost);
wake();
return {
/** something changed that is not animated (theme, text, reduced-motion snap): restart accumulation */
invalidate() { n = 0; wake(); },
/** call after step() starts moving from rest (input), so the loop is running */
wake,
camera: () => cam!,
size: () => [cssW, cssH] as const,
dispose() {
dead = true;
cancelAnimationFrame(raf);
ro.disconnect(); io.disconnect();
document.removeEventListener("visibilitychange", wake);
canvas.removeEventListener("webglcontextlost", lost);
gl.getExtension("WEBGL_lose_context")?.loseContext();
},
};
}
function springStep(s: { x: number; v: number }, target: number, dt: number, k = 900, damping = 38) {
const sub = Math.max(1, Math.ceil(dt / 0.004));
for (let i = 0; i < sub; i++) {
const h = dt / sub;
s.v += (k * (target - s.x) - damping * s.v) * h;
s.x += s.v * h;
}
if (Math.abs(s.v) < 0.02 && Math.abs(target - s.x) < 0.002) { s.x = target; s.v = 0; return false; }
return true;
}
const STILL_GRAIN =
"url(\"data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='160' height='160'><filter id='n'><feTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='2' stitchTiles='stitch'/><feColorMatrix values='0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0.9 0'/></filter><rect width='100%' height='100%' filter='url(%23n)'/></svg>\")";
function stillWindowLight(warm = "255,236,205") {
return {
background: `linear-gradient(115deg, transparent 18%, rgba(${warm},0.55) 30%, rgba(${warm},0.55) 47%, transparent 48.5%, transparent 50%, rgba(${warm},0.5) 51.5%, rgba(${warm},0.45) 70%, transparent 82%)`,
filter: "blur(6px)",
mixBlendMode: "soft-light" as const,
};
}
/* ---- end of kit ---- */
// The scene, in centimetres: one object standing on a seamless paper sweep that curves up into a wall behind it.
const SCENE = `
const float SCENE_TOP = 80.0;
const float AO_RADIUS = 1.6;
uniform int uObj; // 0 cup, 1 carafe, 2 napkins
uniform float uRot; // turn about the vertical axis
uniform vec3 uField; // paper sweep colour
const vec3 GLASS_ABS = vec3(0.05, 0.012, 0.03);
vec3 toObj(vec3 p) { float c = cos(uRot), s = sin(uRot); return vec3(c * p.x + s * p.z, p.y, -s * p.x + c * p.z); }
float sdRect(vec2 p, vec2 b, float r) { vec2 d = abs(p) - b + r; return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - r; }
float sdSweep(vec3 p) {
const float ZC = -16.0, R = 16.0;
vec2 q = vec2(p.z - ZC, p.y - R);
if (q.x > 0.0) return p.y;
if (q.y > 0.0) return p.z - (ZC - R);
return R - length(q);
}
float sdCup(vec3 p) {
float r = length(p.xz);
float rr = r - 0.04 * p.y; // walls flare a little toward the rim
float outer = sdRect(vec2(rr, p.y - 4.3), vec2(3.4, 4.3), 0.5);
float inner = sdRect(vec2(rr, p.y - 5.0), vec2(3.08, 4.4), 0.45);
float body = smax(outer, -inner, 0.06);
float foot = sdRect(vec2(r, p.y - 0.15), vec2(2.7, 0.3), 0.15); // a shallow recess under the foot
body = smax(body, -max(foot, -p.y + 0.0), 0.04);
vec3 h = p - vec3(3.75 + 0.2, 4.6, 0.0);
vec2 t = vec2(length(vec2(h.x * 1.05, h.y * 0.88)) - 1.75, h.z);
float handle = length(t * vec2(1.0, 0.72)) - 0.36;
handle = max(handle, 0.6 - h.x - 1.9);
return smin(body, handle, 0.35);
}
float carafeR(float y, float th) {
float R = 2.05 + 2.45 * (1.0 - smoothstep(6.5, 14.5, y)) + 0.28 * smoothstep(20.2, 21.8, y);
R -= 0.35 * (1.0 - smoothstep(0.0, 1.6, y)); // the body tucks in at the base
R += 0.75 * smoothstep(18.6, 21.8, y) * pow(max(cos(th), 0.0), 8.0); // pinched pouring lip
return R;
}
float sdCarafe(vec3 p) {
float r = length(p.xz), th = atan(p.z, p.x);
float R = carafeR(p.y, th);
float shell = max(abs(r - R) - 0.17, p.y - 21.8);
float base = max(r - R, abs(p.y - 0.4) - 0.4);
return min(shell, base) * 0.7;
}
float sdNapkins(vec3 p) {
float w = 0.09 * sin(p.x * 0.7 + p.z * 0.5) + 0.05 * sin(p.z * 1.5 - p.x * 0.3);
float a = sdRoundBox(p - vec3(0.0, 0.2 + w, 0.0), vec3(7.0, 0.19, 4.6), 0.17);
vec3 q = p - vec3(-0.7, 0.58 + w * 1.4, 0.4);
float c = cos(0.09), s = sin(0.09);
q.xz = mat2(c, s, -s, c) * q.xz;
float b = sdRoundBox(q, vec3(6.6, 0.19, 4.3), 0.17);
return min(a, b);
}
float sdObject(vec3 p) {
vec3 q = toObj(p);
if (uObj == 0) return sdCup(q);
if (uObj == 1) return sdCarafe(q);
return sdNapkins(q);
}
vec2 scene(vec3 p) {
float s = sdSweep(p), o = sdObject(p);
return s < o ? vec2(s, 0.0) : vec2(o, 1.0);
}
float map(vec3 p) { return scene(p).x; }
// the window is behind the sweep, so only the object casts shadows; clear glass is handled by lightFilter
float mapShadow(vec3 p) { return uObj == 1 ? 1e3 : sdObject(p); }
// light through the carafe: dimmer and greener through the thick edges, focused into a bright core
vec3 lightFilter(vec3 p, vec3 l) {
if (uObj != 1) return vec3(1.0);
vec2 o = p.xz, d = normalize(l.xz);
float along = -dot(o, d);
if (along < 0.0) return vec3(1.0);
float y = p.y + l.y * along / max(length(l.xz), 1e-3);
vec2 c = o + d * along;
float R = carafeR(y, 0.0);
float m = length(c) / R;
if (y > 21.8 || y < 0.0 || m > 1.0) return vec3(1.0);
float chord = sqrt(1.0 - m * m);
vec3 tint = beer(GLASS_ABS, 0.34 / max(chord, 0.15));
float edge = smoothstep(0.55, 0.98, m);
float core = smoothstep(0.45, 0.0, m) * (y < 13.0 ? 1.0 : 0.4);
return tint * (0.86 - 0.62 * edge + 0.9 * core);
}
`;
const SCENE_MAIN = `
vec3 shadeOpaque(int id, vec3 p, vec3 v) {
vec3 n = calcNormal(p, 0.003);
float ao = calcAO(p, n);
if (id == 0) {
Mat m = matPaper(p * 0.6, n, uField);
m.rough = 0.8;
return litOpaque(p, v, m, ao);
}
vec3 q = toObj(p);
vec3 nq = toObj(n);
if (uObj == 0) {
// speckled oat glaze; the foot ring is bare stoneware
Mat m = matCeramic(q, n, vec3(0.62, 0.55, 0.43));
float speck = smoothstep(0.86, 0.93, vnoise3(q * 7.0)) * smoothstep(0.35, 0.7, vnoise3(q * 1.3 + 5.0));
m.albedo *= 1.0 - 0.55 * speck;
float bare = 1.0 - smoothstep(0.55, 0.75, q.y);
m.albedo = mix(m.albedo, vec3(0.42, 0.32, 0.24) * (0.9 + 0.2 * vnoise(q.xz * 20.0)), bare);
m.coat *= 1.0 - bare;
m.rough = mix(m.rough, 0.85, bare);
return litOpaque(p, v, m, ao);
}
// natural flax linen; the weave follows each napkin, the seam between the folded layers reads as a dark line
// soft creases from washing: broad waves in the normal and faint tonal clouds
vec3 cr = vec3(fbm(q.xz * 0.35 + 2.0) - 0.5, 0.0, fbm(q.zx * 0.5 + 7.0) - 0.5);
Mat m = matLinen(q * 0.45, normalize(n + cr * 0.4), vec3(0.5, 0.44, 0.34) * (0.92 + 0.14 * fbm(q.xz * 0.6)));
float seam = (1.0 - smoothstep(0.015, 0.045, abs(fract((q.y - 0.01) / 0.38 + 0.5) - 0.5))) * (1.0 - abs(nq.y));
m.albedo *= 1.0 - 0.5 * seam;
return litOpaque(p, v, m, ao);
}
float sdGlass(vec3 p) { return sdCarafe(toObj(p)); }
vec3 glassNormal(vec3 p) {
vec2 k = vec2(1.0, -1.0); float e = 0.003;
return normalize(k.xyy * sdGlass(p + k.xyy * e) + k.yyx * sdGlass(p + k.yyx * e) + k.yxy * sdGlass(p + k.yxy * e) + k.xxx * sdGlass(p + k.xxx * e));
}
// what a ray sees once it is inside the glass: follow it through every wall it crosses, then shade what it lands on
vec3 shadeGlass(vec3 p, vec3 rd) {
vec3 n = glassNormal(p);
float F = fresnelD(max(dot(-rd, n), 0.0), 1.5);
vec3 r = reflect(rd, n);
vec3 col = F * envStudio(r) * shadowCol(p + n * 0.02, r);
// step back out and let the loop below find every crossing, outer surface included; whether a crossing
// enters or leaves the glass is read from the sign of the field, never assumed
vec3 thr = vec3(1.0);
vec3 dir = rd, pos = p - rd * 0.05;
for (int b = 0; b < 8; b++) {
// only a real crossing counts as a hit: the field must change sign. Grazing near-misses on the thin walls
// used to register as hits and drew contour lines across the glass.
float t = 0.0, sg = sign(sdGlass(pos)), tp = 0.0;
bool hitG = false, hitO = false;
for (int s = 0; s < 200; s++) {
vec3 x = pos + dir * t;
float g = sdGlass(x), dw = sdSweep(x);
if (dw < 0.003) { hitO = true; break; }
if (g * sg < 0.0) {
float a = tp, c = t;
for (int k = 0; k < 6; k++) { float m = 0.5 * (a + c); if (sdGlass(pos + dir * m) * sg < 0.0) c = m; else a = m; }
t = c; hitG = true; break;
}
if (dw < 0.003) { hitO = true; break; }
tp = t;
t += max(min(abs(g), dw) * 0.8, 0.008);
if (t > 400.0) break;
}
if (sg < 0.0) thr *= beer(GLASS_ABS, t);
vec3 x = pos + dir * t;
// the paper seen through the glass: the carafe itself must not darken it as ambient occlusion (it is clear)
if (hitO) { vec3 n0 = calcNormal(x, 0.003); Mat m = matPaper(x * 0.6, n0, uField); m.rough = 0.8; return col + thr * litOpaque(x, -dir, m, 1.0); }
if (!hitG && t > 400.0) return col + thr * envStudio(dir);
if (!hitG) break; // ran out of steps skimming the paper inside the base: shade the paper below
vec3 ng = glassNormal(x);
vec3 nf = dot(dir, ng) < 0.0 ? ng : -ng;
float eta = sg < 0.0 ? 1.5 : 1.0 / 1.5;
vec3 rf = refract(dir, nf, eta);
if (dot(rf, rf) < 1e-4) { dir = reflect(dir, nf); pos = x + nf * 0.006; continue; }
float Fi = fresnelD(abs(dot(dir, ng)), 1.5);
// the inner walls mirror the window too: add that sliver of reflection, carry on with the rest
if (b > 0) col += thr * Fi * envStudio(reflect(dir, nf)) * 0.6;
thr *= 1.0 - Fi;
dir = rf; pos = x - nf * 0.006;
}
// light trapped bouncing inside the thick base: show the paper straight below it rather than the dark room
vec3 x0 = vec3(pos.x, 0.0, pos.z);
Mat m0 = matPaper(x0 * 0.6, vec3(0.0, 1.0, 0.0), uField); m0.rough = 0.8;
return col + thr * litOpaque(x0, -dir, m0, 1.0);
}
void main() {
vec3 ro, rd;
cameraRay(ro, rd);
float t = 0.0;
vec2 h = vec2(1e9, 0.0);
bool hit = false;
for (int s = 0; s < 200; s++) {
h = scene(ro + rd * t);
if (h.x < 0.0003 * t) { hit = true; break; }
t += h.x * 0.9;
if (t > 900.0) break;
}
vec3 p = ro + rd * t, col;
int id = int(h.y + 0.5);
if (!hit) col = envStudio(rd);
else if (id == 1 && uObj == 1) col = shadeGlass(p, rd);
else col = shadeOpaque(id, p, -rd);
o = vec4(clampSample(col, 4.0), 1.0);
}
`;
const SCENE_FS = [GLSL_HEADER, GLSL_COMMON, GLSL_SAMPLING, GLSL_CAMERA, GLSL_RIG_SETTINGS, GLSL_LIGHT_RIG, GLSL_MATERIALS, GLSL_SDF, SCENE, GLSL_SHADOW_AO, GLSL_LIGHTING, SCENE_MAIN].join("\n");
/** How each photo is framed: the point the lens aims at, how much must fit, and how high the camera sits. */
const FRAMING = [
{ target: [0.4, 4.2, 0] as Vec3, halfH: 7.6, halfW: 6.6, elevation: 0.42 },
{ target: [0, 10.6, 0] as Vec3, halfH: 13.8, halfW: 6.8, elevation: 0.3 },
{ target: [-0.3, 0.9, 0.2] as Vec3, halfH: 7.2, halfW: 9.4, elevation: 0.62 },
];
type Product = (typeof products)[number];
function ProductPhoto({ product, turned }: { product: Product; turned: boolean }) {
const reduce = useReducedMotion();
const wrapRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
const [still, setStill] = useState(false);
const goal = useRef(0);
const wake = useRef<() => void>(() => {});
goal.current = turned ? HOVER_TURN : 0;
useEffect(() => { wake.current(); }, [turned]);
useEffect(() => {
const wrap = wrapRef.current, canvas = canvasRef.current;
if (!wrap || !canvas) return;
const rot = { x: 0, v: 0 };
const f = FRAMING[product.object];
const stage = createPhotoStage({
canvas,
wrap,
sceneFS: SCENE_FS,
samples: 128,
exposure: 1.0,
vignette: 0.38,
onFail: () => setStill(true),
camera: (w, h) => {
const aspect = w / h, fov = 16;
const tn = Math.tan((fov * Math.PI) / 360);
const dist = Math.max(f.halfH / tn, f.halfW / (tn * aspect));
const [tx, ty, tz] = f.target;
return lookAt([tx, ty + Math.sin(f.elevation) * dist, tz + Math.cos(f.elevation) * dist], f.target, fov, aspect, dist * 0.012);
},
uniforms: (gl, loc) => {
gl.uniform1i(loc("uObj"), product.object);
gl.uniform1f(loc("uRot"), product.turn + rot.x);
gl.uniform3fv(loc("uField"), product.field);
},
step: (dt) => {
if (reduce) {
if (rot.x !== goal.current) { rot.x = goal.current; rot.v = 0; return true; }
return false;
}
return springStep(rot, goal.current, dt, 60, 14);
},
});
if (!stage) return;
wake.current = stage.wake;
return () => { wake.current = () => {}; stage.dispose(); };
}, [product, reduce]);
return (
<div ref={wrapRef} role="img" aria-label={product.alt} className="relative aspect-square w-full overflow-hidden rounded-[18px] sm:aspect-[4/5]" style={{ background: product.still }}>
<canvas ref={canvasRef} aria-hidden="true" className={`absolute inset-0 h-full w-full ${still ? "hidden" : ""}`} />
{still && (
<div aria-hidden="true" className="absolute inset-0">
<div className="absolute inset-0" style={stillWindowLight()} />
<div className="absolute inset-0 opacity-30 mix-blend-overlay" style={{ backgroundImage: STILL_GRAIN }} />
</div>
)}
</div>
);
}
function ProductCard({ product, onAdd, added }: { product: Product; onAdd: () => void; added: boolean }) {
const [turned, setTurned] = useState(false);
const id = `p-card-${product.object}`;
return (
<article
aria-labelledby={id}
onPointerEnter={(e) => e.pointerType === "mouse" && setTurned(true)}
onPointerLeave={() => setTurned(false)}
onFocus={() => setTurned(true)}
onBlur={(e) => { if (!e.currentTarget.contains(e.relatedTarget as Node)) setTurned(false); }}
className="flex flex-col"
>
<ProductPhoto product={product} turned={turned} />
<div className="mt-4 flex items-baseline justify-between gap-4">
<h3 id={id} className="text-[17px] font-semibold tracking-[-0.01em] text-[#1d1a16]">{product.name}</h3>
<p className="text-[17px] font-semibold tabular-nums text-[#1d1a16]">{CURRENCY.format(product.price)}</p>
</div>
<p className="mt-1 text-[14px] text-[#6b6358]">{product.detail}</p>
<button
type="button"
onClick={onAdd}
aria-pressed={added}
className={`mt-4 inline-flex h-11 items-center justify-center gap-2 rounded-full px-5 text-[14px] font-semibold outline-none transition-colors duration-150 focus-visible:ring-2 focus-visible:ring-[#1d1a16] focus-visible:ring-offset-2 focus-visible:ring-offset-[#f3eee6] ${added ? "bg-[#e3dccf] text-[#1d1a16] hover:bg-[#d9d1c2]" : "bg-[#1d1a16] text-[#f3eee6] hover:bg-[#3a342c]"}`}
>
{added ? (
<>
<svg aria-hidden="true" viewBox="0 0 16 16" className="h-4 w-4" fill="none" stroke="currentColor" strokeWidth="1.8" strokeLinecap="round" strokeLinejoin="round"><path d="M3.5 8.5l3 3 6-7" /></svg>
In your cart
</>
) : (
<>Add to cart<span className="sr-only">: {product.name}</span></>
)}
</button>
</article>
);
}
export default function PhotorealProductCards() {
const [cart, setCart] = useState<number[]>([]);
const [message, setMessage] = useState("");
const toggle = (p: Product) => {
const inCart = cart.includes(p.object);
setCart(inCart ? cart.filter((x) => x !== p.object) : [...cart, p.object]);
setMessage(inCart ? `${p.name} removed from your cart` : `${p.name} added to your cart`);
};
return (
<section className="bg-[#f3eee6] px-4 py-14 sm:px-8 sm:py-20" style={{ fontFamily: GROTESK }}>
<div className="mx-auto max-w-6xl">
<div className="mb-8 flex flex-col gap-2 sm:mb-10 sm:flex-row sm:items-end sm:justify-between">
<div>
<p className="text-[12px] font-semibold uppercase tracking-[0.2em] text-[#8a7f70]">The table</p>
<h2 className="mt-2 text-[32px] font-semibold leading-[1.05] tracking-[-0.025em] text-[#1d1a16] sm:text-[44px]">Made for slow mornings</h2>
</div>
<p aria-live="polite" className="text-[14px] tabular-nums text-[#6b6358]">{message || `${cart.length} in your cart`}</p>
</div>
<div className="grid grid-cols-1 gap-10 sm:grid-cols-3 sm:gap-6">
{products.map((p) => (
<ProductCard key={p.name} product={p} added={cart.includes(p.object)} onAdd={() => toggle(p)} />
))}
</div>
</div>
</section>
);
}
