ns-ui
LCD Response Smear
An ambient panel-diagnostics status card whose canvas strip simulates LCD pixel response time compensation: a sweeping fill boundary crosses a row of simulated cells, each newly-lit cell overshooting its target luminance before settling and each newly-darkened cell undershooting (lagging) before catching up, the asymmetric rise/fall overdrive behavior real display reviews call the "inverse ghost".
Use when a real ambient status/diagnostics card whose sweeping edge should read as a discrete, asymmetric per-cell overshoot-then-settle spike (an LCD overdrive response curve); pick kelvin-wake instead if what you actually want is a continuous gradient trailing blur behind a moving point source (a nav active-indicator wake) — that component's ink is a smooth dispersive-wave envelope with no discrete keyframed spike, the opposite of this one's identifying feature.
Install
npx shadcn add https://design.helpmarq.com /r/lcd-response-smear.jsonSource
registry/core/lcd-response-smear/component.tsx"use client";
import { useEffect, useRef } from "react";
// ---------------------------------------------------------------------------
// LcdResponseSmear — an ambient panel-diagnostics status card whose canvas
// strip simulates LCD pixel response time compensation (RTC / overdrive): a
// liquid-crystal cell doesn't switch luminance instantly between grey
// levels, and rise/fall are asymmetric (rise faster, fall slower on typical
// TN/IPS spec sheets). Panel drivers overdrive the transition — push past
// the target voltage, then relax back — producing a brief bright overshoot
// on a rising transition. Falling transitions are usually driven less
// aggressively, so instead of overshooting past the target they UNDERSHOOT
// it: the cell lags behind the ideal step and arrives at its dark target
// later and more gradually. That rise-overshoots / fall-undershoots
// asymmetry is the "inverse ghost" visible trailing fast light-on-dark UI in
// reviews of LCD panels with aggressive overdrive — this card renders it as
// a single sweeping fill boundary crossing a row of cells: cells left of the
// boundary are lit, cells right are unlit, and the boundary ping-pongs
// across the strip. Every cell it newly lights up plays the rise-overshoot
// curve; every cell it newly darkens (boundary retreating past it) plays
// the fall-undershoot curve — both computed relative to each cell's own
// local start/end luminance, never an absolute white/black, so the effect
// self-corrects across light/dark themes for free.
//
// NOT motion blur: kelvin-wake, and this project's other trailing-wake
// components, render a continuous gradient smear. This is a discrete
// per-cell luminance curve with two distinct named keyframes (a peak or dip,
// then a settle) — an instant state change at the moment the boundary
// crosses a cell, not a spatial blur convolved across the frame. NOT
// cursor-subpixel-fringe either — that's a spatial subpixel-geometry
// artifact; this is a purely temporal per-pixel response curve.
//
// REAL NUMBERS (see riseCurve / fallCurve below):
// rise: overshoots to 1.18x the local luminance delta, settles to 1.0x
// (spec: t+4ms peak, t+9ms settle, tau_rise ~= 6ms).
// fall: undershoots — reaches only 0.90x of the local delta before it has
// fully arrived (spec: t+6ms), then eases the rest of the way, settling
// to 1.0x (spec: t+15ms, tau_fall ~= 11ms). Falling literally takes
// longer and lags rather than punching through the target, which is the
// asymmetry real GtG spec sheets report (fall consistently slower than
// rise). DEVIATION FROM SPEC, DELIBERATE: those millisecond values are
// real, but at 220px/s a genuine 9ms/15ms transition only spans ~2-3px —
// thinner than one CELL_PX floor, i.e. invisible. The keyframe TIMES
// below are the spec's real numbers x20 (RISE_PEAK/SETTLE_MS,
// FALL_DIP/SETTLE_MS) so the halo spans several cells and reads as the
// asymmetric spike it's supposed to be; every RATIO that carries the
// mechanic's identity (4:9, 6:15, the 6:11 tau ratio, 1.18x, 0.90x) is
// exactly preserved. The footer readout still states the true panel
// numbers (6ms / 11ms) — only the on-screen playback speed is dilated,
// the same way a macro lens dilates space rather than lying about it.
// sweep velocity v(t) = 220 * (1 + 0.15*sin(2*PI*t / 9.1)) px/s, boundary
// position ping-pongs off the strip's own edges; the slow, non-round
// 9.1s modulation keeps the bounce from reading as a metronomic loop.
//
// Geometry: CELL_PX = max(6, containerMinDim / 56), a single row of cells
// spanning the strip's own width, containerMinDim taken from the CARD's own
// bounding rect (not the thin strip's) so the pattern scales with the card
// as a whole rather than reading as one fixed pixel size regardless of how
// large the card is laid out.
//
// House idiom duplicated on purpose (no shared helpers, per project
// convention): tokens (--background / --foreground only — this is value,
// never hue) read via getComputedStyle(document.documentElement) inside a
// pre-paint effect and re-read on a MutationObserver watching
// documentElement's class; one rAF loop paused on document visibilitychange
// and an IntersectionObserver on the strip; DPR-capped(2) backing store
// with a ResizeObserver-driven resize and a zero-size guard.
//
// prefers-reduced-motion: no rAF loop. A single frame is composed by
// deterministically replaying the same boundary-integration + per-cell
// crossing logic from t=0 up to STATIC_TIME = 0.85s (so the boundary lands
// somewhere real, not an arbitrary fixed spot), then the render pass pins
// whichever cell was crossed most recently to the exact peak/dip instant of
// its curve (rise: t+4ms, fall: t+6ms) instead of whatever age it actually
// has — guaranteeing the frozen frame always shows the climactic overshoot
// halo rather than risking landing on an already-settled, plain static
// edge for some container sizes.
// ---------------------------------------------------------------------------
const CELL_MIN_PX = 6;
const CELL_DIVISOR = 56;
const SWEEP_BASE_V = 220; // px/s
const SWEEP_MOD_AMP = 0.15;
const SWEEP_MOD_PERIOD = 9.1; // s, deliberately non-round
// x20 time-dilation of the spec's real 4/9/6/15ms keyframes — see the
// header comment. Ratios (4:9, 6:15, 1.18x, 0.90x) are exact; only the
// playback speed is stretched so the halo is wide enough to see.
const TIME_DILATION = 20;
const RISE_PEAK = 1.18;
const RISE_PEAK_MS = 4 * TIME_DILATION;
const RISE_SETTLE_MS = 9 * TIME_DILATION;
const FALL_DIP = 0.9;
const FALL_DIP_MS = 6 * TIME_DILATION;
const FALL_SETTLE_MS = 15 * TIME_DILATION;
// Interior grey levels rather than pure 0/1: at LIT=1 the 18% rise
// overshoot extrapolates past the foreground token and clamps, losing most
// of its visible amplitude. Sitting the settled levels inside the range
// leaves headroom on both sides for the over/undershoot to actually show.
const LIT = 0.86;
const UNLIT = 0.06;
const STATIC_TIME_S = 0.85;
function clamp(v: number, lo: number, hi: number): number {
return v < lo ? lo : v > hi ? hi : v;
}
function smoothstep(a: number, b: number, x: number): number {
const t = clamp((x - a) / (b - a), 0, 1);
return t * t * (3 - 2 * t);
}
// Fraction of the local luminance delta reached at `ms` since a cell was
// newly lit. Overshoots to RISE_PEAK before easing back down to 1.0.
function riseCurve(ms: number): number {
if (ms <= 0) return 0;
if (ms < RISE_PEAK_MS) return smoothstep(0, RISE_PEAK_MS, ms) * RISE_PEAK;
if (ms < RISE_SETTLE_MS) {
const t = smoothstep(RISE_PEAK_MS, RISE_SETTLE_MS, ms);
return RISE_PEAK + (1 - RISE_PEAK) * t;
}
return 1;
}
// Fraction of the local luminance delta reached at `ms` since a cell was
// newly darkened. Undershoots (lags short of the target) at FALL_DIP before
// easing the rest of the way in — no overshoot past 1, a slower catch-up.
function fallCurve(ms: number): number {
if (ms <= 0) return 0;
if (ms < FALL_DIP_MS) return smoothstep(0, FALL_DIP_MS, ms) * FALL_DIP;
if (ms < FALL_SETTLE_MS) {
const t = smoothstep(FALL_DIP_MS, FALL_SETTLE_MS, ms);
return FALL_DIP + (1 - FALL_DIP) * t;
}
return 1;
}
function settleMsFor(kind: 1 | -1): number {
return kind === 1 ? RISE_SETTLE_MS : FALL_SETTLE_MS;
}
function peakMsFor(kind: 1 | -1): number {
return kind === 1 ? RISE_PEAK_MS : FALL_DIP_MS;
}
type Vec3 = [number, number, number];
// Same parse+mix idiom used elsewhere in this registry (e.g.
// table-heat-shimmer) — duplicated per house convention rather than shared.
function parseColor(raw: string): Vec3 | null {
const s = raw.trim();
if (s.startsWith("#")) {
const hex = s.slice(1);
if (hex.length === 3) {
const r = parseInt(hex[0]! + hex[0], 16);
const g = parseInt(hex[1]! + hex[1], 16);
const b = parseInt(hex[2]! + hex[2], 16);
return Number.isNaN(r + g + b) ? null : [r, g, b];
}
if (hex.length >= 6) {
const r = parseInt(hex.slice(0, 2), 16);
const g = parseInt(hex.slice(2, 4), 16);
const b = parseInt(hex.slice(4, 6), 16);
return Number.isNaN(r + g + b) ? null : [r, g, b];
}
return null;
}
const m = s.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/);
return m ? [Number(m[1]), Number(m[2]), Number(m[3])] : null;
}
// Lerp (and, for overshoot/undershoot fractions outside [0,1], deliberately
// EXTRAPOLATE) between two colours, clamped per-channel so an 18% overshoot
// never wraps past a byte.
function mixExtrapolate(a: Vec3, b: Vec3, t: number): Vec3 {
return [
clamp(Math.round(a[0] + (b[0] - a[0]) * t), 0, 255),
clamp(Math.round(a[1] + (b[1] - a[1]) * t), 0, 255),
clamp(Math.round(a[2] + (b[2] - a[2]) * t), 0, 255),
];
}
interface CellSim {
cellCount: number;
kind: Int8Array; // 0 none, 1 rise, -1 fall
transStart: Float64Array; // ms, timeline-local
// Settled target level for a cell with kind === 0 (0 = unlit, 1 = lit).
// Read directly rather than re-derived from the boundary's current
// position — deriving it from position instead caused every cell to
// flicker dark-then-lit right as its transition settled, because
// crossing detection keys off cell EDGES (floor(idx)) while position
// comparison keys off cell CENTERS, and those two didn't agree at settle
// time. `level` is authoritative and updated only at crossing.
level: Int8Array;
}
function makeSim(cellCount: number, seedPos: number, cellPx: number): CellSim {
const level = new Int8Array(cellCount);
for (let i = 0; i < cellCount; i++) {
level[i] = (i + 0.5) * cellPx < seedPos ? 1 : 0;
}
return {
cellCount,
kind: new Int8Array(cellCount),
transStart: new Float64Array(cellCount).fill(-Infinity),
level,
};
}
/** One boundary-integration step: advances pos/sign by dtSec at simTimeS,
* and marks every cell the boundary newly crossed as rise (lighting up,
* boundary advancing) or fall (darkening, boundary retreating), timestamped
* at `nowMs` on whatever timeline the caller is running (real or replayed). */
function stepSim(
sim: CellSim,
cellPx: number,
trackW: number,
state: { pos: number; sign: 1 | -1; simTimeS: number },
dtSec: number,
nowMs: number
): void {
if (trackW <= 0 || dtSec <= 0) return;
const prevIdxF = state.pos / cellPx;
state.simTimeS += dtSec;
const speed = SWEEP_BASE_V * (1 + SWEEP_MOD_AMP * Math.sin((2 * Math.PI * state.simTimeS) / SWEEP_MOD_PERIOD));
let pos = state.pos + speed * state.sign * dtSec;
let sign = state.sign;
if (pos > trackW) {
pos = 2 * trackW - pos;
sign = -1;
} else if (pos < 0) {
pos = -pos;
sign = 1;
}
state.pos = clamp(pos, 0, trackW);
state.sign = sign;
const newIdxF = state.pos / cellPx;
const cellCount = sim.cellCount;
if (newIdxF > prevIdxF) {
const lo = Math.max(0, Math.floor(prevIdxF));
const hi = Math.min(cellCount - 1, Math.floor(newIdxF));
for (let i = lo + (prevIdxF > lo ? 1 : 0); i <= hi; i++) {
sim.kind[i] = 1;
sim.transStart[i] = nowMs;
sim.level[i] = 1;
}
} else if (newIdxF < prevIdxF) {
const lo = Math.max(0, Math.floor(newIdxF));
const hi = Math.min(cellCount - 1, Math.floor(prevIdxF));
for (let i = hi; i >= lo + 1; i--) {
sim.kind[i] = -1;
sim.transStart[i] = nowMs;
sim.level[i] = 0;
}
}
}
function renderSim(
ctx: CanvasRenderingContext2D,
sim: CellSim,
cellPx: number,
trackW: number,
h: number,
nowMs: number,
bg: Vec3,
fg: Vec3
): void {
ctx.clearRect(0, 0, trackW, h);
const gap = Math.max(1, cellPx * 0.08);
for (let i = 0; i < sim.cellCount; i++) {
const kind = sim.kind[i] as 0 | 1 | -1;
let lum: number;
if (kind !== 0) {
let elapsed = nowMs - sim.transStart[i]!;
const settle = settleMsFor(kind);
if (elapsed >= settle) {
sim.kind[i] = 0;
lum = kind === 1 ? LIT : UNLIT;
} else {
if (elapsed < 0) elapsed = 0;
const frac = kind === 1 ? riseCurve(elapsed) : fallCurve(elapsed);
const from = kind === 1 ? UNLIT : LIT;
const to = kind === 1 ? LIT : UNLIT;
lum = from + (to - from) * frac;
}
} else {
lum = sim.level[i] ? LIT : UNLIT;
}
const [r, g, b] = mixExtrapolate(bg, fg, lum);
ctx.fillStyle = `rgb(${r}, ${g}, ${b})`;
ctx.fillRect(i * cellPx, 0, Math.max(1, cellPx - gap), h);
}
}
export interface LcdResponseSmearProps {
/** small mono eyebrow above the title */
eyebrow?: string;
/** card title */
title?: string;
/** supporting description under the title */
description?: string;
/** extra classes merged onto the rendered root element */
className?: string;
}
export function LcdResponseSmear({
eyebrow = "PANEL DIAGNOSTICS",
title = "Response compensation",
description = "Overdrive pushes each cell past its target voltage to hit its advertised switching time — the trace below is a simulated row of LCD cells lighting and darkening as a boundary sweeps across them, each rise overshooting its target before settling, each fall lagging behind before it catches up.",
className = "",
}: LcdResponseSmearProps) {
const rootRef = useRef<HTMLDivElement | null>(null);
const stripRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
useEffect(() => {
const root = rootRef.current;
const strip = stripRef.current;
const canvas = canvasRef.current;
if (!root || !strip || !canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
// No colour literal fallbacks, per project rule — null until the first
// real token read succeeds, and every draw path below guards on it so
// nothing can paint before that first read.
let bg: Vec3 | null = null;
let fg: Vec3 | null = null;
const readTokens = () => {
const cs = getComputedStyle(document.documentElement);
bg = parseColor(cs.getPropertyValue("--background")) ?? bg;
fg = parseColor(cs.getPropertyValue("--foreground")) ?? fg;
};
readTokens();
const reduced = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let disposed = false;
let raf = 0;
let running = false;
let visible = true;
let cellPx = CELL_MIN_PX;
let trackW = 0;
let trackH = 0;
let sim = makeSim(0, 0, CELL_MIN_PX);
const state = { pos: 0, sign: 1 as 1 | -1, simTimeS: 0 };
let lastTs = 0;
const draw = (nowMs: number) => {
if (!bg || !fg) return; // no paint before the first token read
renderSim(ctx, sim, cellPx, trackW, trackH, nowMs, bg, fg);
};
const drawStatic = () => {
if (trackW <= 0 || cellPx <= 0 || !bg || !fg) return;
// Seed the replay at the same t0 boundary position the live loop
// starts from, so the static frame and the live t0 frame agree.
const seedPos = 0.38 * trackW;
const localSim = makeSim(sim.cellCount, seedPos, cellPx);
const localState = { pos: seedPos, sign: 1 as 1 | -1, simTimeS: 0 };
const dt = 1 / 240;
let nowMs = 0;
const targetMs = STATIC_TIME_S * 1000;
while (nowMs < targetMs) {
const step = Math.min(dt, (targetMs - nowMs) / 1000);
stepSim(localSim, cellPx, trackW, localState, step, nowMs + step * 1000);
nowMs += step * 1000;
}
// Find the most recently triggered transition and pin its render age
// to its curve's named peak/dip instant, guaranteeing the frozen
// frame shows the climactic halo rather than an already-settled edge.
let pinIdx = -1;
let pinStart = -Infinity;
for (let i = 0; i < localSim.cellCount; i++) {
if (localSim.kind[i] !== 0 && localSim.transStart[i]! > pinStart) {
pinStart = localSim.transStart[i]!;
pinIdx = i;
}
}
if (pinIdx >= 0) {
const kind = localSim.kind[pinIdx] as 1 | -1;
localSim.transStart[pinIdx] = targetMs - peakMsFor(kind);
}
renderSim(ctx, localSim, cellPx, trackW, trackH, targetMs, bg, fg);
};
const loop = (ts: number) => {
if (disposed) return;
const dtMs = lastTs === 0 ? 16 : Math.min(100, ts - lastTs);
lastTs = ts;
stepSim(sim, cellPx, trackW, state, dtMs / 1000, ts);
draw(ts);
raf = requestAnimationFrame(loop);
};
const wake = () => {
if (running || reduced) return;
running = true;
lastTs = 0;
raf = requestAnimationFrame(loop);
};
const sleep = () => {
cancelAnimationFrame(raf);
raf = 0;
running = false;
};
const resize = () => {
const cardRect = root.getBoundingClientRect();
const containerMinDim = Math.max(1, Math.min(cardRect.width, cardRect.height));
cellPx = Math.max(CELL_MIN_PX, containerMinDim / CELL_DIVISOR);
const rect = strip.getBoundingClientRect();
if (rect.width < 4 || rect.height < 4) return; // zero-size guard
trackW = rect.width;
trackH = rect.height;
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(trackW * dpr);
canvas.height = Math.round(trackH * dpr);
canvas.style.width = `${trackW}px`;
canvas.style.height = `${trackH}px`;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const cellCount = Math.max(4, Math.floor(trackW / cellPx));
// t0 must be mid-sweep, not blank — seed the boundary partway across
// the strip rather than at 0 (spec: "t0: edge mid-sweep").
const seedPos = 0.38 * trackW;
sim = makeSim(cellCount, seedPos, cellPx);
state.pos = seedPos;
state.sign = 1;
state.simTimeS = 0;
lastTs = 0;
if (reduced) drawStatic();
};
const ro = new ResizeObserver(resize);
ro.observe(root);
ro.observe(strip);
const io = new IntersectionObserver(
(entries) => {
visible = entries[entries.length - 1]?.isIntersecting ?? true;
if (!reduced) {
if (visible) wake();
else sleep();
}
},
{ threshold: 0 }
);
io.observe(strip);
const themeObserver = new MutationObserver(() => {
readTokens();
if (reduced) drawStatic();
});
themeObserver.observe(document.documentElement, {
attributes: true,
attributeFilter: ["class"],
});
const onVis = () => {
if (reduced) return;
if (document.hidden) sleep();
else if (visible) wake();
};
document.addEventListener("visibilitychange", onVis);
resize();
if (!reduced) wake();
else drawStatic();
return () => {
disposed = true;
ro.disconnect();
io.disconnect();
themeObserver.disconnect();
document.removeEventListener("visibilitychange", onVis);
sleep();
};
}, []);
return (
<div
ref={rootRef}
className={`rounded-md border border-border bg-background p-5 ${className}`}
>
<div className="flex items-start justify-between gap-3">
<div>
<p className="font-mono text-[11px] tracking-widest text-ns-muted">{eyebrow}</p>
<h3 className="mt-1 text-base font-semibold text-foreground">{title}</h3>
</div>
<span className="shrink-0 rounded-sm border border-border px-2 py-0.5 font-mono text-[10px] text-ns-muted">
RTC
</span>
</div>
<p className="mt-2 text-sm leading-relaxed text-ns-muted">{description}</p>
<div
ref={stripRef}
aria-hidden="true"
className="relative mt-4 h-16 w-full overflow-hidden rounded-sm border border-border sm:h-20"
>
<canvas ref={canvasRef} className="block h-full w-full" />
</div>
<div className="mt-3 flex items-center justify-between font-mono text-[10px] text-ns-muted">
<span>RISE τ 6ms</span>
<span>FALL τ 11ms</span>
<span>OVERDRIVE COMPENSATED</span>
</div>
</div>
);
}
Build spec
<LcdResponseSmear eyebrow? title? description? className?> renders a bordered, rounded status card (an eyebrow line, a title, a supporting description, and a small mono "RTC" badge in the header) with an aria-hidden canvas strip beneath it and a small mono readout row (RISE τ 6ms / FALL τ 11ms / OVERDRIVE COMPENSATED, stating the real panel numbers — see the dilation note below) below that. The canvas strip simulates LCD pixel response time compensation (overdrive/RTC): a single fill boundary sweeps back and forth across a row of cells spanning the strip's width. Each cell carries its own settled `level` (0 unlit / 1 lit), updated only at the moment the boundary crosses it — this is deliberately NOT re-derived from the boundary's current position on every frame, because comparing cell centers against a continuously-moving boundary disagreed with the edge-indexed crossing detection right at settle time and made every cell flicker dark-then-lit; `level` is the single source of truth once a transition finishes. Geometry: CELL_PX = max(6, containerMinDim / 56), where containerMinDim is the CARD's own bounding-rect smaller dimension (not the thin strip's), so cell size scales with how the card itself is laid out. Boundary velocity v(t) = 220 * (1 + 0.15*sin(2*PI*t / 9.1)) px/s, ping-ponging off the strip's own edges; the slow, deliberately non-round 9.1s modulation period keeps the bounce from reading as a metronomic loop. Every frame, the boundary's motion is integrated and compared against its previous position; every cell the boundary newly crossed while advancing is marked as a RISE transition (timestamped 'now', level set to lit), every cell it newly crossed while retreating is marked as a FALL transition (level set to unlit). A cell mid-RISE plays: fraction(t) eases 0 -> 1.18 (an 18% overshoot past its target luminance delta) by t+80ms, then eases 1.18 -> 1.0 by t+180ms — the bright halo an overdriven panel produces punching a cell past its brighter target before relaxing back. A cell mid-FALL plays: fraction(t) eases 0 -> 0.90 by t+120ms (i.e. it has NOT yet reached its target — an undershoot/lag, not an overshoot) then eases 0.90 -> 1.0 by t+300ms — falling transitions are driven less aggressively on real panels and consistently take longer, so this curve never crosses past 1.0, it just arrives later and more gradually than the rise curve. DELIBERATE, DOCUMENTED DEVIATION FROM THE SPEC'S REAL NUMBERS: a genuine 9ms/15ms GtG transition at 220px/s only spans 2-3px of travel, thinner than a single cell — invisible rather than a visible spike. Every keyframe TIME above is the spec's real millisecond value (4/9/6/15) multiplied by a constant TIME_DILATION = 20, so the halo spans several cells; every RATIO that carries the mechanic's identity (4:9, 6:15, the ~6:11 tau ratio, the 1.18x overshoot, the 0.90x undershoot) is preserved exactly, only the on-screen playback speed is stretched. The footer readout intentionally still states the true panel numbers (6ms / 11ms) since that's the real spec claim being illustrated, not the dilated playback speed. Both curves are evaluated as fromLum + (toLum - fromLum) * fraction where fromLum/toLum are LIT (0.86) and UNLIT (0.06) — interior levels, not pure 1/0, chosen so the 18% rise overshoot lands just under the clamp (0.86 + 0.18*0.80 ≈ 1.0) instead of extrapolating straight past --foreground and clamping away most of its visible amplitude; both LIT and UNLIT are themselves lerped between the current theme's --background/--foreground values (never absolute white/black), so overshoot direction is always 'away from the previous value' and the effect is correct automatically in both themes with zero special-casing. Once a cell's elapsed time passes its curve's settle time its transition is cleared, `level` reflects the finished state, and it renders as a flat, fully-settled lit or unlit cell for the rest of the sweep. Colors: --background and --foreground are read via getComputedStyle(document.documentElement), stored as null until that first read succeeds (every draw call is guarded on both being non-null, so nothing paints before the first token read, including on the ResizeObserver/IntersectionObserver resume paths) and re-read on a MutationObserver watching documentElement's class; cell fill is `rgb()` computed by parsing both tokens to [r,g,b] and lerping/extrapolating between them by the current luminance fraction, clamped per-channel to 0-255. This is monochrome by construction — both tokens are neutral greys (equal R=G=B) in this project's theme, and a per-channel linear lerp/extrapolation between two equal-channel colours can only ever produce another equal-channel colour, so every rendered cell is grey by construction, never a hue shift. ALIVE AT REST: the sweep runs unconditionally with zero input, unbounded, on a fixed-step rAF loop paused by an IntersectionObserver on the strip and document visibilitychange; the boundary is seeded at 38% across the strip on mount (never at 0, which would render a blank unlit strip at t0) so at t0 it is genuinely mid-sweep with a fresh rise-overshoot trailing it, by 2.5s the boundary has reversed direction at least once and is now showing the smaller fall-undershoot lag leading the opposite way, and by 5s the sinusoidal velocity modulation has shifted the boundary to a different position with a different overshoot/undershoot balance than either earlier checkpoint. Interaction is optional and read-only: nothing about the sweep depends on pointer presence, hover, or focus — the strip is purely decorative (aria-hidden) and the card's title/description/badge/readout row are the real, motion-independent accessible content. prefers-reduced-motion renders one deterministic static frame: the same boundary-integration and per-cell-crossing logic is replayed synchronously from the same 38%-seeded t0 up to STATIC_TIME=0.85s (so the boundary lands at a real simulated position rather than an arbitrary fixed spot), then whichever cell was crossed most recently has its render-time artificially pinned to its curve's named peak/dip instant (dilated t+80ms for rise, t+120ms for fall) instead of its true elapsed age — guaranteeing the frozen frame always shows the climactic overshoot/undershoot halo rather than risking a plain, already-settled edge for some container sizes; no rAF loop runs in this mode. DPR-capped(2) backing store with a ResizeObserver-driven resize (recomputes cell size/count and reseeds the sweep) and a zero-size guard. --border is used only as the card and strip's separator/frame stroke, never a fill. --ns-accent is not used anywhere in this component — there is no pointer-highlight or interaction chrome, and the overshoot halo is explicitly luminance-only per the project's standing rule that the climactic moment never carries interaction-chrome colour. Not motion blur: distinct from kelvin-wake (and this project's other trailing-wake components), which render a continuous gradient smear behind a moving point — this component's per-cell states change in discrete instant steps with two explicitly named curve keyframes (a peak or dip, then a settle), never a spatial blur convolved across the frame. Zero dependencies, no external font.
Props
| Prop | Type | Default | Description |
|---|---|---|---|
| eyebrow? | string | "PANEL DIAGNOSTICS" | small mono eyebrow above the title |
| title? | string | "Response compensation" | card title |
| description? | string | "Overdrive pushes each cell past its target voltage to hit its advertised switching time — the trace below is a simulated row of LCD cells lighting and darkening as a boundary sweeps across them, each rise overshooting its target before settling, each fall lagging behind before it catches up." | supporting description under the title |
| className? | string | — | extra classes merged onto the rendered root element |