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ns-ui / loud

Aspheric Turn Spiral

A full-bleed hero of a lens blank mid single-point diamond turning, a spiral groove cutting from center to rim with pitch that tightens toward the edge the way a real aspheric surface curves.

Usage

registry/loud/aspheric-turn-spiral/demo.tsx
"use client";

import { AsphericTurnSpiral } from "./component";

// A plain accessible heading sits over the surface with a token scrim, the
// same pattern as weld-pool's demo — the lens surface itself carries no
// baked-in type, so there's no accessibility mirror to keep in sync.
export default function AsphericTurnSpiralDemo() {
  return (
    <main className="h-screen w-full overflow-hidden bg-background">
      <AsphericTurnSpiral>
        <div className="pointer-events-none absolute inset-x-0 bottom-0 flex flex-col items-center gap-4 px-6 pb-14 text-center sm:pb-20">
          <div className="flex flex-col items-center gap-3 rounded-lg bg-background/70 px-7 py-5 backdrop-blur-md">
            <p className="font-mono text-[11px] uppercase tracking-[0.28em] text-ns-muted">
              ns-ui / aspheric-turn-spiral
            </p>
            <h1 className="max-w-sm text-sm text-foreground sm:text-base">
              A lens surface mid-cut, the diamond still tracing its way to the rim.
            </h1>
          </div>
          <a
            href="#docs"
            className="pointer-events-auto mt-1 inline-flex w-fit items-center justify-center rounded-sm bg-ns-accent px-5 py-2.5 text-sm font-medium text-white transition-colors duration-150 hover:bg-ns-accent-hover focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-ns-accent"
          >
            Read the docs
          </a>
        </div>
      </AsphericTurnSpiral>
    </main>
  );
}

Component

registry/loud/aspheric-turn-spiral/component.tsx
"use client";

import { useEffect, useRef } from "react";

// ---------------------------------------------------------------------------
// AsphericTurnSpiral — a full-bleed WebGL hero rendering a lens blank mid
// single-point diamond turning: a spiral groove cut from center to rim by a
// tool whose radial feed reverses smoothly rather than ever resetting.
//
// ONE HEIGHT FIELD, three contributions, evaluated per pixel and central-
// differenced for a surface normal:
//   (1) a shallow concave bowl (-BOWL_AMP*r^2), the lens's own aspheric sag
//   (2) the spiral groove itself, cos(2π*(θ/2π + turns(r))) where turns(r) =
//       N_BASE*r + N_ASPH*r^2 — the r^2 term is what makes the groove pitch
//       tighten toward the rim the way a real aspheric surface's local slope
//       increases with radius, not a uniform Archimedean spiral
//   (3) a faint isotropic pre-cut texture on the still-blank annulus outside
//       the tool's current radius, so "already turned" and "not yet turned"
//       read as two different surfaces, not one disc with a groove painted
//       partway across it
//
// THE FEED IS A TRIANGLE WAVE, never a reset: cutRadius(t) sweeps center→rim
// over 45s then rim→center over the next 45s (FEED_PERIOD = 90s total), so
// the tool is always mid-traverse — reversing direction is itself a real
// process event (a verification or re-finishing pass), not fabricated
// motion. The boundary between cut and uncut carries a bright edgeGlow term:
// freshly-turned surface catches light hardest right at the tool's current
// position, which is the slow (45s-scale) structural cue for "alive at
// rest."
//
// THE FAST, FOLLOWABLE cue is separate: the reflection environment's azimuth
// is rotated by u_time * SPINDLE_RATE (0.08 rev/s, slowed hard from a real
// SPDT spindle's ~600-3000rpm and documented here rather than driven 1:1 —
// the round 9 decoupling rule), so a specular band sweeps around the groove
// continuously. A second, higher-frequency azimuthal panel (4x the spindle
// rate) buys a visible band crossing roughly every ~3s without needing the
// base rotation itself to be that fast.
//
// MONOCHROME: five luminance stops derived from --background, --foreground,
// --ns-muted and --border (getComputedStyle at mount, re-read on a
// MutationObserver watching documentElement's class). No --ns-accent
// anywhere in the shader — this is a full-bleed sheet like weld-pool, so the
// ramp spans near-black to near-white in BOTH themes; only bias/contrast
// move between themes, never direction. Density comes from the environment
// having several narrow light sources at different elevations plus two
// azimuthal panels, the same "give the room structure, not the material
// more noise" approach as weld-pool, so an almost-flat patch of the bowl
// still crosses multiple reflection bands.
//
// POINTER: a gentle parallax only — the pointer nudges the view direction
// (±0.18 of view-space xy, eased over ~150ms), orbiting the specular
// highlight across the groove. It never restarts the cut, changes the feed
// direction, or touches spiral phase.
// ---------------------------------------------------------------------------

export interface AsphericTurnSpiralProps {
  /** Flow/feed speed multiplier. @default 1 */
  speed?: number;
  /** Feature scale — smaller reads as a tighter, more zoomed-in disc. @default 1 */
  scale?: number;
  /** How far the groove and bowl stand out of the surface, 0..1+. @default 1 */
  relief?: number;
  /** Freezes the surface on a composed still frame without unmounting. */
  paused?: boolean;
  /** Rendered in the DOM over the surface — eyebrow, subhead, CTA. */
  children?: React.ReactNode;
  className?: string;
  style?: React.CSSProperties;
}

const VERT_SRC = `
attribute vec2 a_pos;
void main() { gl_Position = vec4(a_pos, 0.0, 1.0); }
`;

const FRAG_SRC = `
precision highp float;

uniform vec2 u_size;   // css px
uniform float u_dpr;
uniform float u_time;
uniform float u_scale;
uniform float u_relief;
uniform vec2 u_ptr;    // -1..1 eased pointer offset
uniform vec3 u_c0;
uniform vec3 u_c1;
uniform vec3 u_c2;
uniform vec3 u_c3;
uniform vec3 u_c4;
uniform float u_bias;
uniform float u_contrast;

const float TWO_PI = 6.28318530718;
const float FEED_PERIOD = 90.0;
const float SPINDLE_RATE = 0.08; // rev/s, decoupled from a real ~600-3000rpm SPDT spindle
const float N_BASE = 14.0;
const float N_ASPH = 26.0;
const float BOWL_AMP = 0.55;
const float GROOVE_AMP = 0.11;

float hash21(vec2 p) {
  p = fract(p * vec2(287.13, 419.71));
  p += dot(p, p + 27.31);
  return fract(p.x * p.y);
}

float vnoise(vec2 p) {
  vec2 i = floor(p);
  vec2 f = fract(p);
  float a = hash21(i);
  float b = hash21(i + vec2(1.0, 0.0));
  float c = hash21(i + vec2(0.0, 1.0));
  float d = hash21(i + vec2(1.0, 1.0));
  vec2 u = f * f * (3.0 - 2.0 * f);
  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}

// pitch tightens toward the rim: the r^2 term is the aspheric read
float turns(float r) {
  return N_BASE * r + N_ASPH * r * r;
}

// the tool's radial position: a triangle wave, never a reset. Direction
// reversal at each end is a real process event, not fabricated motion.
float cutRadius(float t) {
  float ph = fract(t / FEED_PERIOD);
  float tri = ph < 0.5 ? ph * 2.0 : 2.0 - ph * 2.0;
  return mix(0.05, 1.04, tri);
}

float height(vec2 p, out float cutMask, out float edgeGlow, out float r) {
  vec2 c = u_size * 0.5;
  float ref = min(u_size.x, u_size.y);
  float discR = ref * 0.46 * u_scale;
  vec2 d = (p - c) / discR;
  r = length(d);
  float theta = atan(d.y, d.x);

  float rc = cutRadius(u_time);
  cutMask = smoothstep(rc + 0.018, rc - 0.018, r);
  edgeGlow = exp(-pow((r - rc) / 0.022, 2.0));

  float idx = theta / TWO_PI + turns(r);
  float groove = cos(idx * TWO_PI);

  float bowl = -BOWL_AMP * r * r;
  // pre-cut blank texture, only where the tool has not yet passed
  float blank = (vnoise(d * 9.0 + 4.1) - 0.5) * 0.05 * (1.0 - cutMask);

  return bowl + GROOVE_AMP * groove * cutMask + blank;
}

float heightOnly(vec2 p) {
  float m; float e; float rr;
  return height(p, m, e, rr);
}

vec3 ramp(float x) {
  vec3 c = mix(u_c0, u_c1, smoothstep(0.0, 0.27, x));
  c = mix(c, u_c2, smoothstep(0.25, 0.55, x));
  c = mix(c, u_c3, smoothstep(0.52, 0.83, x));
  c = mix(c, u_c4, smoothstep(0.81, 1.0, x));
  return c;
}

void main() {
  vec2 p = vec2(gl_FragCoord.x, u_size.y * u_dpr - gl_FragCoord.y) / u_dpr;

  float cutMask; float edgeGlow; float r;
  float h0 = height(p, cutMask, edgeGlow, r);
  float eps = 1.2;
  float hx = heightOnly(p + vec2(eps, 0.0));
  float hy = heightOnly(p + vec2(0.0, eps));

  float k = u_relief / eps;
  vec3 n = normalize(vec3(-(hx - h0) * k, (hy - h0) * k, 1.0));

  vec2 c = u_size * 0.5;
  float ref = min(u_size.x, u_size.y);
  vec2 vp = (p - c) / ref;
  vec3 v = normalize(vec3(vp.x * 0.5 + u_ptr.x * 0.18, -vp.y * 0.5 - u_ptr.y * 0.18, 1.0));
  vec3 rf = reflect(-v, n);

  float el = rf.y;
  float az = atan(rf.x, rf.z) + u_time * SPINDLE_RATE * TWO_PI;

  // an analytic achromatic studio: several narrow sources at different
  // elevations plus two azimuthal panels, one at the spindle rate and one 4x
  // faster, so a nearly-flat patch of the bowl still crosses several
  // reflection bands and the frame does not read as pure horizon banding
  float L = 0.40;
  L += 0.22 * smoothstep(0.05, 0.62, el);
  L -= 0.20 * smoothstep(0.0, -0.55, el);
  L += 0.26 * exp(-pow((el - 0.16) / 0.075, 2.0));
  L += 0.16 * exp(-pow((el + 0.28) / 0.10, 2.0));
  L += 0.15 * exp(-pow(sin(az * 1.0) / 0.42, 2.0));
  L += 0.09 * exp(-pow(sin(az * 4.0 + 1.3) / 0.24, 2.0));

  float fres = pow(1.0 - max(dot(n, v), 0.0), 5.0);
  L += fres * 0.10;

  // freshly-turned surface catches light hardest right at the tool's edge
  L += edgeGlow * 0.35;

  vec3 l1 = normalize(vec3(-0.3, 0.65, 0.6));
  float s1 = pow(max(dot(rf, l1), 0.0), 70.0);
  L += s1 * 0.5;

  // flat backdrop beyond the disc rim
  float discEdge = smoothstep(1.0, 1.06, r);
  L = mix(L, 0.30, discEdge);

  float Lc = clamp((L - 0.5) * u_contrast + 0.5 + u_bias, 0.0, 1.0);
  vec3 col = ramp(Lc);

  float vig = smoothstep(0.9, 1.9, length(vp * vec2(1.0, 1.3)));
  col = mix(col, u_c0, vig * 0.28);

  gl_FragColor = vec4(col, 1.0);
}
`;

type RGB = [number, number, number];

function parseHex(raw: string): RGB | null {
  const m = /^#([0-9a-f]{3}|[0-9a-f]{6})$/i.exec(raw.trim());
  if (!m) return null;
  let h = m[1];
  if (h.length === 3) h = h.split("").map((c) => c + c).join("");
  const n = parseInt(h, 16);
  return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
}

function mixRGB(a: RGB, b: RGB, t: number): RGB {
  return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t];
}

function luminance([r, g, b]: RGB): number {
  return 0.2126 * r + 0.7152 * g + 0.0722 * b;
}

function compile(gl: WebGLRenderingContext, type: number, src: string): WebGLShader {
  const s = gl.createShader(type)!;
  gl.shaderSource(s, src);
  gl.compileShader(s);
  if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
    const info = gl.getShaderInfoLog(s);
    gl.deleteShader(s);
    throw new Error(`aspheric-turn-spiral: shader compile failed: ${info ?? ""}`);
  }
  return s;
}

// A time offset where the feed is 60% along its outward leg (ph = t/90 =
// 0.3, tri = 0.6) — the tool boundary and its edgeGlow are clearly inside
// the frame with maximum visible groove density behind it, the most
// structured single frame rather than whatever t=0 happens to be.
const STATIC_TIME = 27;
const STATIC_LABEL = "spiral-60pct";

export function AsphericTurnSpiral({
  speed = 1,
  scale = 1,
  relief = 1,
  paused = false,
  children,
  className = "",
  style,
}: AsphericTurnSpiralProps) {
  const wrapRef = useRef<HTMLDivElement | null>(null);
  const canvasRef = useRef<HTMLCanvasElement | null>(null);
  const pausedRef = useRef(paused);
  pausedRef.current = paused;

  useEffect(() => {
    const wrap = wrapRef.current;
    const canvas = canvasRef.current;
    if (!wrap || !canvas) return;

    let gl: WebGLRenderingContext | null = null;
    let program: WebGLProgram | null = null;
    let vs: WebGLShader | null = null;
    let fs: WebGLShader | null = null;
    let buffer: WebGLBuffer | null = null;
    const locs = new Map<string, WebGLUniformLocation | null>();

    let raf = 0;
    let running = false;
    let staticMode = false;
    let disposed = false;
    let cssW = 0;
    let cssH = 0;
    let dpr = 1;
    let lastMs = performance.now();
    let simTime = 0;

    // Adaptive render scale, insurance rather than the fix: steps down only
    // after a sustained (~900ms) stretch over budget, steps back up only
    // after a much longer clean stretch, doubling the wait on each failure —
    // see weld-pool's component.tsx for the full reasoning this mirrors.
    const SCALES = [1, 0.75, 0.55];
    const BUDGET_OVER = 24;
    let scaleIdx = 0;
    let frameEma = 16.7;
    let overMs = 0;
    let underMs = 0;
    let upWindow = 8000;

    let ptrTgtX = 0;
    let ptrTgtY = 0;
    let ptrX = 0;
    let ptrY = 0;

    let c0: RGB = [0.03, 0.03, 0.03];
    let c1: RGB = [0.18, 0.18, 0.18];
    let c2: RGB = [0.56, 0.56, 0.56];
    let c3: RGB = [0.93, 0.93, 0.93];
    let c4: RGB = [1, 1, 1];
    let bias = 0;
    let contrast = 1.15;

    // Five stops spanning near-black to near-white in BOTH themes: a
    // full-bleed sheet is the page, so it never inverts direction — only the
    // distribution (bias/contrast) moves between themes.
    const readColors = () => {
      const cs = getComputedStyle(document.documentElement);
      const bg = parseHex(cs.getPropertyValue("--background")) ?? [1, 1, 1];
      const fg = parseHex(cs.getPropertyValue("--foreground")) ?? [0.09, 0.09, 0.09];
      const muted = parseHex(cs.getPropertyValue("--ns-muted")) ?? [0.55, 0.55, 0.55];
      const border = parseHex(cs.getPropertyValue("--border")) ?? [0.18, 0.18, 0.18];
      const black: RGB = [0, 0, 0];
      const white: RGB = [1, 1, 1];
      if (luminance(bg) < 0.5) {
        c0 = mixRGB(bg, black, 0.55);
        c1 = mixRGB(border, bg, 0.15);
        c2 = muted;
        c3 = fg;
        c4 = mixRGB(fg, white, 0.85);
        bias = -0.08;
        contrast = 1.15;
      } else {
        c0 = mixRGB(fg, black, 0.35);
        c1 = mixRGB(fg, muted, 0.55);
        c2 = mixRGB(muted, bg, 0.6);
        c3 = mixRGB(bg, muted, 0.16);
        c4 = bg;
        bias = 0.02;
        contrast = 1.2;
      }
    };
    // no paint before this first read
    readColors();

    const loc = (name: string): WebGLUniformLocation | null => {
      if (!locs.has(name)) locs.set(name, gl!.getUniformLocation(program!, name));
      return locs.get(name) ?? null;
    };

    // A failure past that getContext() leaves a live context nothing can hand
    // back: the `if (!setup()) return` below returns before the effect
    // registers the cleanup that releases it. Hence the release here — and
    // note the condition is the inverse of that cleanup's
    // `!canvas.isConnected`, because on this path the canvas is still mounted.
    // A restore attempt is the one case to leave alone: onRestored re-enters
    // setup(), so releasing there would feed its own loss/restore/fail cycle.
    const abandon = (isRestore: boolean): false => {
      if (!isRestore) gl?.getExtension("WEBGL_lose_context")?.loseContext();
      return false;
    };
    const setup = (isRestore = false): boolean => {
      gl = canvas.getContext("webgl", {
        alpha: false,
        antialias: false,
        premultipliedAlpha: false,
        powerPreference: "high-performance",
      }) as WebGLRenderingContext | null;
      if (!gl) return false;
      try {
        vs = compile(gl, gl.VERTEX_SHADER, VERT_SRC);
        fs = compile(gl, gl.FRAGMENT_SHADER, FRAG_SRC);
        const p = gl.createProgram();
        if (!p) return abandon(isRestore);
        program = p;
        gl.attachShader(p, vs);
        gl.attachShader(p, fs);
        gl.linkProgram(p);
        if (!gl.getProgramParameter(p, gl.LINK_STATUS)) return abandon(isRestore);
      } catch {
        return abandon(isRestore);
      }
      gl.useProgram(program);
      buffer = gl.createBuffer();
      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
      gl.bufferData(
        gl.ARRAY_BUFFER,
        new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),
        gl.STATIC_DRAW
      );
      const aLoc = gl.getAttribLocation(program, "a_pos");
      gl.enableVertexAttribArray(aLoc);
      gl.vertexAttribPointer(aLoc, 2, gl.FLOAT, false, 0, 0);
      locs.clear();
      return true;
    };

    const teardown = () => {
      if (!gl) return;
      if (buffer) gl.deleteBuffer(buffer);
      if (program) gl.deleteProgram(program);
      if (vs) gl.deleteShader(vs);
      if (fs) gl.deleteShader(fs);
      buffer = program = vs = fs = null;
      gl = null;
    };

    const draw = () => {
      if (!gl || !program || cssW <= 0 || cssH <= 0) return;
      const t = staticMode ? STATIC_TIME : simTime;
      gl.uniform2f(loc("u_size"), cssW, cssH);
      gl.uniform1f(loc("u_dpr"), dpr);
      gl.uniform1f(loc("u_time"), t);
      gl.uniform1f(loc("u_scale"), Math.max(0.2, scale));
      gl.uniform1f(loc("u_relief"), 10 * Math.max(0, relief));
      gl.uniform2f(loc("u_ptr"), ptrX, ptrY);
      gl.uniform3f(loc("u_c0"), c0[0], c0[1], c0[2]);
      gl.uniform3f(loc("u_c1"), c1[0], c1[1], c1[2]);
      gl.uniform3f(loc("u_c2"), c2[0], c2[1], c2[2]);
      gl.uniform3f(loc("u_c3"), c3[0], c3[1], c3[2]);
      gl.uniform3f(loc("u_c4"), c4[0], c4[1], c4[2]);
      gl.uniform1f(loc("u_bias"), bias);
      gl.uniform1f(loc("u_contrast"), contrast);
      gl.viewport(0, 0, canvas.width, canvas.height);
      gl.drawArrays(gl.TRIANGLES, 0, 6);
    };

    const loop = (nowMs: number) => {
      const rawMs = nowMs - lastMs;
      const dt = Math.min(0.05, Math.max(0, rawMs / 1000));
      lastMs = nowMs;
      simTime += dt * speed;
      const pk = 1 - Math.exp(-dt / 0.15);
      ptrX += (ptrTgtX - ptrX) * pk;
      ptrY += (ptrTgtY - ptrY) * pk;
      draw();

      const clamped = Math.min(50, rawMs);
      frameEma += (clamped - frameEma) * (1 - Math.exp(-clamped / 120));
      if (frameEma > BUDGET_OVER) {
        overMs += clamped;
        underMs = 0;
      } else {
        underMs += clamped;
        overMs = 0;
      }
      const down = overMs > 900 && scaleIdx < SCALES.length - 1;
      const up = underMs > upWindow && scaleIdx > 0;
      if (down || up) {
        scaleIdx += down ? 1 : -1;
        if (down) upWindow = Math.min(64000, upWindow * 2);
        overMs = 0;
        underMs = 0;
        frameEma = 16.7;
        applyBacking();
      }
      raf = requestAnimationFrame(loop);
    };
    const wake = () => {
      if (running || disposed) return;
      running = true;
      lastMs = performance.now();
      raf = requestAnimationFrame(loop);
    };
    const sleep = () => {
      cancelAnimationFrame(raf);
      running = false;
    };

    // DPR capped at 1.5, the same full-bleed convention as weld-pool: the
    // area term dominates cost here too, and the shader is cheap enough
    // (three height evaluations/pixel) that 1.5 holds resolution comfortably.
    const applyBacking = () => {
      if (cssW < 2 || cssH < 2) return;
      dpr = Math.min(window.devicePixelRatio || 1, 1.5) * SCALES[scaleIdx];
      const pw = Math.round(cssW * dpr);
      const ph = Math.round(cssH * dpr);
      if (canvas.width !== pw || canvas.height !== ph) {
        canvas.width = pw;
        canvas.height = ph;
      }
      canvas.style.width = `${cssW}px`;
      canvas.style.height = `${cssH}px`;
      draw();
    };

    const resize = () => {
      const rect = wrap.getBoundingClientRect();
      if (rect.width < 2 || rect.height < 2) return;
      cssW = rect.width;
      cssH = rect.height;
      scaleIdx = 0;
      overMs = 0;
      underMs = 0;
      upWindow = 8000;
      frameEma = 16.7;
      applyBacking();
    };

    const onPointerMove = (e: PointerEvent) => {
      const rect = wrap.getBoundingClientRect();
      ptrTgtX = ((e.clientX - rect.left) / Math.max(1, rect.width) - 0.5) * 2;
      ptrTgtY = ((e.clientY - rect.top) / Math.max(1, rect.height) - 0.5) * 2;
      if (staticMode) draw();
    };
    const onPointerLeave = () => {
      ptrTgtX = 0;
      ptrTgtY = 0;
      if (staticMode) draw();
    };

    if (!setup()) return; // no WebGL: children still render over the page bg
    const ro = new ResizeObserver(resize);
    ro.observe(wrap);
    resize();

    wrap.addEventListener("pointermove", onPointerMove);
    wrap.addEventListener("pointerleave", onPointerLeave);

    const mq = window.matchMedia("(prefers-reduced-motion: reduce)");
    let reduced = mq.matches;
    const applyMode = () => {
      if (reduced || pausedRef.current) {
        staticMode = true;
        sleep();
        draw();
      } else {
        staticMode = false;
        wake();
      }
    };
    const onMq = () => {
      reduced = mq.matches;
      applyMode();
    };
    mq.addEventListener("change", onMq);

    let onScreen = true;
    const io = new IntersectionObserver(
      (entries) => {
        onScreen = entries.some((en) => en.isIntersecting);
        if (!onScreen) sleep();
        else if (!staticMode && !document.hidden) wake();
      },
      { threshold: 0 }
    );
    io.observe(wrap);

    const onVis = () => {
      if (document.hidden) sleep();
      else if (!staticMode && onScreen) wake();
    };
    document.addEventListener("visibilitychange", onVis);
    applyMode();

    let lastPolledPaused = pausedRef.current;
    let poll = 0;
    const tick = () => {
      if (pausedRef.current !== lastPolledPaused) {
        lastPolledPaused = pausedRef.current;
        applyMode();
      }
      poll = window.setTimeout(tick, 140);
    };
    tick();

    const themeObserver = new MutationObserver(() => {
      readColors();
      if (staticMode) draw();
    });
    themeObserver.observe(document.documentElement, {
      attributes: true,
      attributeFilter: ["class"],
    });

    const onLost = (e: Event) => {
      e.preventDefault();
      sleep();
    };
    const onRestored = () => {
      if (setup(true)) {
        resize();
        applyMode();
      }
    };
    canvas.addEventListener("webglcontextlost", onLost);
    canvas.addEventListener("webglcontextrestored", onRestored);

    return () => {
      disposed = true;
      ro.disconnect();
      io.disconnect();
      mq.removeEventListener("change", onMq);
      document.removeEventListener("visibilitychange", onVis);
      themeObserver.disconnect();
      canvas.removeEventListener("webglcontextlost", onLost);
      canvas.removeEventListener("webglcontextrestored", onRestored);
      wrap.removeEventListener("pointermove", onPointerMove);
      wrap.removeEventListener("pointerleave", onPointerLeave);
      window.clearTimeout(poll);
      sleep();
      // teardown() frees the GL objects but not the context holding them, and
      // a detached canvas keeps its context until GC gets round to it —
      // browsers cap live contexts per renderer process and evict the oldest
      // first, which kills spirals still on screen. Hand it back explicitly,
      // but only on a real unmount: this cleanup also runs when a dep
      // changes, and a canvas returns its one lost context to every later
      // getContext(), so releasing too eagerly would blank the rebuilt frame.
      const lose = gl?.getExtension("WEBGL_lose_context");
      teardown();
      if (!canvas.isConnected) lose?.loseContext();
    };
    // eslint-disable-next-line react-hooks/exhaustive-deps
  }, [scale, relief]);

  return (
    <div
      ref={wrapRef}
      className={`relative isolate h-full w-full overflow-hidden bg-background ${className}`}
      style={style}
      data-static-frame={STATIC_LABEL}
    >
      <canvas ref={canvasRef} aria-hidden="true" className="absolute inset-0 block h-full w-full" />
      {children ? <div className="relative z-[1] h-full w-full">{children}</div> : null}
    </div>
  );
}

AsphericTurnSpiral.displayName = "AsphericTurnSpiral";

The usage example imports ./component because it sits next to the component file in this repo. Installed, that file lands at components/ui/aspheric-turn-spiral.tsx, so point the import there.

Use when Pick aspheric-turn-spiral when you want a lens or optical-instrument hero surface — a diamond-turned groove tightening toward the rim, no headline baked into the material. Pick weld-pool instead when the headline itself needs to be the lit material, rasterized into the height field. Pick border-chrome-ring instead when you want specular metal as a frame around existing content rather than a full-bleed lens disc.

Install

npx shadcn add https://design.helpmarq.com/r/aspheric-turn-spiral.json

Ask AI

Point an assistant at this component's docs (llms-full.txt) with one click.

Claude, ChatGPT, Grok, and Perplexity open with the prompt already in. Gemini copies it to your clipboard first. Paste it in once the chat opens.

Build spec

Build <AsphericTurnSpiral speed? scale? relief? paused? children? className? style?> as a full-bleed WebGL hero rendering a lens surface being cut on a diamond-turning lathe. ONE HEIGHT FIELD evaluated per pixel and central-differenced (eps 1.2px, relief scaled by 10 * relief prop) for one surface normal, three summed contributions: (1) a shallow concave bowl, -BOWL_AMP*r^2 with BOWL_AMP 0.55 and r the polar radius normalized to a disc of radius 0.46*min(w,h)*scale, the lens's own aspheric sag; (2) the spiral groove itself, cos(2π*(θ/2π + turns(r))) where turns(r) = N_BASE*r + N_ASPH*r^2, N_BASE 14, N_ASPH 26 — the r^2 term is what makes the groove pitch tighten toward the rim, the whole reason this reads as an aspheric surface rather than a flat Archimedean spiral, at GROOVE_AMP 0.11; (3) a faint isotropic pre-cut texture, (vnoise(d*9+4.1)-0.5)*0.05, gated to only the annulus the tool has not yet reached, so cut and uncut read as two different surfaces rather than one disc with a groove drawn partway across it. THE FEED IS A TRIANGLE WAVE, never a reset: cutRadius(t) = mix(0.05, 1.04, tri(fract(t/90))) where tri is a 0→1→0 triangle over the 90s FEED_PERIOD (45s outward, 45s inward) — the tool is always mid-traverse, and a direction reversal at either end is a real process event (a verification or re-finishing pass), not fabricated motion. cutMask = smoothstep(rc+0.018, rc-0.018, r) gates the groove and blank texture; edgeGlow = exp(-((r-rc)/0.022)^2) is a separate bright term added straight into the lighting (0.35x) representing freshly-turned surface catching light hardest right at the tool's current position — this is the slow (45s-scale) structural cue for 'alive at rest.' THE FAST, FOLLOWABLE cue is decoupled from that: the reflection environment's azimuth is rotated by u_time * SPINDLE_RATE * 2π with SPINDLE_RATE 0.08 rev/s (slowed hard from a real SPDT spindle's ~600-3000rpm and documented here explicitly rather than driven 1:1, the round 9 decoupling rule), plus a second azimuthal panel at 4x that rate so a visible specular band crosses roughly every ~3s without the base rotation itself needing to be that fast. MONOCHROME STUDIO: reflection vector rf = reflect(-v, n) is looked up in an analytic achromatic room — sky/floor smoothsteps, two narrow elevation strips (exp(-((el-0.16)/0.075)^2) and exp(-((el+0.28)/0.10)^2)), the two azimuthal panels above, a fresnel rim (pow(1-dot(n,v),5) * 0.10) and one drifting specular lobe (exponent 70, weight 0.5) — several narrow sources so a nearly-flat patch of the bowl still crosses multiple reflection bands, the same 'give the room structure, not the material more noise' approach as weld-pool. Palette: five stops from --background, --foreground, --ns-muted and --border via getComputedStyle at mount, re-read on a documentElement class MutationObserver, spanning near-black to near-white in BOTH themes since this is a full-bleed sheet like weld-pool — only bias/contrast move between themes (dark: bias -0.08, contrast 1.15; light: bias 0.02, contrast 1.2), never direction, and no --ns-accent anywhere in the shader. POINTER is a gentle parallax only: pointer position eases into u_ptr over a 150ms time constant and nudges the view direction by ±0.18 in view-space xy, orbiting the specular highlight across the groove; it never restarts the cut, changes feed direction, or touches spiral phase, and it still redraws the frozen frame under prefers-reduced-motion or paused. HOST: DPR capped at 1.5 (full-bleed area cost dominates, matching weld-pool's convention), ResizeObserver on the wrapper, an adaptive render scale ladder (1/0.75/0.55, EMA frame time, steps down after ~900ms sustained over a 24ms budget, steps up only after a much longer clean stretch that doubles per failure), IntersectionObserver (threshold 0) and visibilitychange both pausing the single rAF loop, and webglcontextlost/restored rebuilding cleanly. prefers-reduced-motion (and paused) draw exactly one composed still frame at STATIC_TIME=27s, named 'spiral-60pct' (feed 60% along its outward leg, ph=0.3 so tri=0.6) — maximum visible groove density with the tool boundary and its edgeGlow clearly inside the frame, never a blank grey box. Children render over the surface for an eyebrow, subhead and CTA; because the surface spans the full value range in both themes they need a token scrim (bg-background/70 + backdrop-blur) rather than bare type.

Props

PropTypeDefaultDescription
speed?number1Flow/feed speed multiplier. @default 1
scale?number1Feature scale — smaller reads as a tighter, more zoomed-in disc. @default 1
relief?number1How far the groove and bowl stand out of the surface, 0..1+. @default 1
paused?booleanfalseFreezes the surface on a composed still frame without unmounting.
children?React.ReactNode—Rendered in the DOM over the surface — eyebrow, subhead, CTA.
className?string——
style?React.CSSProperties——