3D coverflow gallery whose frosted-glass cards run a live caustic-light simulation — drifting light pools refract across each pane, and drag velocity fringes the focused card's edges with chromatic aberration that settles to zero at rest.
npx shadcn add https://design.helpmarq.com /r/gallery-coverflow-caustic.jsonregistry/core/gallery-coverflow-caustic/component.tsx"use client";
import { useEffect, useRef } from "react";
// ---------------------------------------------------------------------------
// CausticCoverflow — 3D coverflow gallery whose cards sit behind frosted
// glass running a lightweight caustic-light simulation. Three drifting light
// pools (Lissajous paths, 7s/11s/13s periods) refract across each pane —
// drawn into a quarter-resolution buffer and upscaled with image smoothing
// for soft pool edges. Drag velocity drives chromatic aberration on the
// focused card's border (red/blue channel restrokes) that decays to zero at
// rest under a forced-settle deadline. Direct-DOM rAF: React renders once,
// the loop is the sole writer of transforms and canvas frames.
// ---------------------------------------------------------------------------
type RGB = { r: number; g: number; b: number };
function parseColor(raw: string): RGB | null {
const v = raw.trim();
if (v.startsWith("#")) {
const hex = v.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);
if (Number.isNaN(r) || Number.isNaN(g) || Number.isNaN(b)) return null;
return { 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);
if (Number.isNaN(r) || Number.isNaN(g) || Number.isNaN(b)) return null;
return { r, g, b };
}
return null;
}
const m = v.match(/rgba?\(\s*([\d.]+)[,\s]+([\d.]+)[,\s]+([\d.]+)/i);
if (!m) return null;
return { r: Number(m[1]), g: Number(m[2]), b: Number(m[3]) };
}
function mixRGB(a: RGB, b: RGB, t: number): RGB {
return {
r: a.r + (b.r - a.r) * t,
g: a.g + (b.g - a.g) * t,
b: a.b + (b.b - a.b) * t,
};
}
// deterministic 2-octave value noise for the generated thumbs — no deps
function hash2(x: number, y: number) {
const n = Math.sin(x * 127.1 + y * 311.7) * 43758.5453123;
return n - Math.floor(n);
}
function vnoise(x: number, y: number) {
const xi = Math.floor(x);
const yi = Math.floor(y);
const xf = x - xi;
const yf = y - yi;
const u = xf * xf * (3 - 2 * xf);
const v = yf * yf * (3 - 2 * yf);
const a = hash2(xi, yi);
const b = hash2(xi + 1, yi);
const c = hash2(xi, yi + 1);
const d = hash2(xi + 1, yi + 1);
return a + (b - a) * u + (c - a) * v + (a - b - c + d) * u * v;
}
function noise2(x: number, y: number) {
return 0.62 * vnoise(x, y) + 0.38 * vnoise(x * 2.3 + 19.7, y * 2.3 + 7.3);
}
function clamp(v: number, lo: number, hi: number) {
return Math.min(hi, Math.max(lo, v));
}
function easeOutExpo(t: number) {
return t >= 1 ? 1 : 1 - Math.pow(2, -10 * t);
}
function rrectPath(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
w: number,
h: number,
r: number
) {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.arcTo(x + w, y, x + w, y + h, r);
ctx.arcTo(x + w, y + h, x, y + h, r);
ctx.arcTo(x, y + h, x, y, r);
ctx.arcTo(x, y, x + w, y, r);
ctx.closePath();
}
// coverflow pose for a card at signed index distance d from the focus point:
// center card scale 1, sides rotateY ±35° / scale 0.82, x-spacing in px,
// translateZ -60px per index of distance. Offsets from the stage center —
// never absolute coords (the -50%,-50% anchor does the centering).
function cardTransform(d: number, spacing: number) {
const a = clamp(d, -1, 1);
const rot = -35 * a;
const scale = 1 - 0.18 * Math.min(1, Math.abs(d));
const dx = d * spacing;
const z = -60 * Math.abs(d);
return `translate(-50%, -50%) translateX(${dx.toFixed(2)}px) translateZ(${z.toFixed(
1
)}px) rotateY(${rot.toFixed(2)}deg) scale(${scale.toFixed(4)})`;
}
export type CausticCoverflowItem = {
/** card title, Geist Sans */
title: string;
/** mono meta line (date + index); auto-numbered when omitted */
meta?: string;
/** seed for the generated abstract thumb + caustic phases */
seed?: number;
};
const DEFAULT_ITEMS: CausticCoverflowItem[] = [
{ title: "Meltwater channel, dawn", meta: "JAN 07 · 01" },
{ title: "Condensation study", meta: "JAN 19 · 02" },
{ title: "Caustic net, tank 4", meta: "FEB 02 · 03" },
{ title: "Refraction drift", meta: "FEB 21 · 04" },
{ title: "Surface tension map", meta: "MAR 05 · 05" },
{ title: "Foam decay series", meta: "MAR 18 · 06" },
{ title: "Light pool census", meta: "APR 02 · 07" },
];
// Lissajous pools: periods 7s / 11s / 13s, incommensurate x/y ratios so the
// paths never close, foreground-ink alphas in the 0.05–0.10 band
const POOLS = [
{ T: 7, rx: 1.0, ry: 1.31, a: 0.1 },
{ T: 11, rx: 0.83, ry: 1.0, a: 0.07 },
{ T: 13, rx: 1.19, ry: 0.71, a: 0.05 },
] as const;
export function CausticCoverflow({
items = DEFAULT_ITEMS,
initialIndex,
cardWidth = 264,
cardHeight = 330,
className = "",
"aria-label": ariaLabel = "Coverflow gallery",
}: {
items?: CausticCoverflowItem[];
/** starting focused card; defaults to the middle */
initialIndex?: number;
/** card width in px (shrinks responsively on narrow containers) */
cardWidth?: number;
cardHeight?: number;
className?: string;
"aria-label"?: string;
}) {
const n = Math.max(1, items.length);
const start = clamp(initialIndex ?? Math.floor((n - 1) / 2), 0, n - 1);
const rootRef = useRef<HTMLDivElement>(null);
const stageRef = useRef<HTMLDivElement>(null);
const liveRef = useRef<HTMLSpanElement>(null);
const cardRefs = useRef<(HTMLDivElement | null)[]>([]);
const thumbRefs = useRef<(HTMLCanvasElement | null)[]>([]);
const fxRefs = useRef<(HTMLCanvasElement | null)[]>([]);
const dotRefs = useRef<(HTMLButtonElement | null)[]>([]);
useEffect(() => {
const root = rootRef.current;
const stage = stageRef.current;
if (!root || !stage) return;
const cardsRaw = cardRefs.current.slice(0, n);
const fxRaw = fxRefs.current.slice(0, n);
const thumbRaw = thumbRefs.current.slice(0, n);
if (
cardsRaw.length < n ||
fxRaw.length < n ||
thumbRaw.length < n ||
cardsRaw.includes(null) ||
fxRaw.includes(null) ||
thumbRaw.includes(null)
)
return;
const cards = cardsRaw as HTMLDivElement[];
const fxs = fxRaw as HTMLCanvasElement[];
const thumbs = thumbRaw as HTMLCanvasElement[];
const reduced = window.matchMedia(
"(prefers-reduced-motion: reduce)"
).matches;
const dpr = Math.min(2, window.devicePixelRatio || 1);
const seedOf = (i: number) => items[i]?.seed ?? i * 7 + 3;
// --- theme tokens: every canvas ink derives from these, never hardcoded
let fg: RGB = { r: 237, g: 237, b: 237 };
let mut: RGB = { r: 143, g: 143, b: 143 };
let brd: RGB = { r: 46, g: 46, b: 46 };
let srf: RGB = { r: 23, g: 23, b: 23 };
let dark = true;
const deriveTokens = () => {
const cs = getComputedStyle(document.documentElement);
fg = parseColor(cs.getPropertyValue("--foreground")) ?? fg;
mut = parseColor(cs.getPropertyValue("--muted")) ?? mut;
brd = parseColor(cs.getPropertyValue("--border")) ?? brd;
srf = parseColor(cs.getPropertyValue("--surface")) ?? srf;
const bg = parseColor(cs.getPropertyValue("--background")) ?? srf;
dark = 0.2126 * bg.r + 0.7152 * bg.g + 0.0722 * bg.b < 128;
};
deriveTokens();
// --- geometry (responsive: cards shrink on narrow containers)
let cw = cardWidth;
let ch = cardHeight;
let spacing = cw * 0.46;
let sized = false;
// quarter-resolution offscreen buffer shared by all cards, upscaled with
// imageSmoothing for soft pool edges
const qc = document.createElement("canvas");
const qctx = qc.getContext("2d");
// tiny buffer for the generated thumbs
const tiny = document.createElement("canvas");
const tctx = tiny.getContext("2d");
if (!qctx || !tctx) return;
const layout = () => {
const rect = root.getBoundingClientRect();
if (rect.width < 40 || rect.height < 10) {
sized = false; // zero-size guard — never draw into a collapsed stage
return;
}
sized = true;
cw = Math.max(140, Math.round(Math.min(cardWidth, rect.width * 0.58)));
ch = Math.round(cw * (cardHeight / cardWidth));
spacing = cw * 0.46;
stage.style.height = `${ch + 48}px`;
qc.width = Math.max(1, Math.round(cw / 4));
qc.height = Math.max(1, Math.round(ch / 4));
for (let i = 0; i < n; i++) {
cards[i].style.width = `${cw}px`;
cards[i].style.height = `${ch}px`;
// gotcha: a <canvas> is a replaced element — CSS inset does not size
// it. Explicit style.width/height + dpr backing store, always.
for (const c of [fxs[i], thumbs[i]]) {
c.style.width = `${cw}px`;
c.style.height = `${ch}px`;
c.width = Math.max(1, Math.round(cw * dpr));
c.height = Math.max(1, Math.round(ch * dpr));
}
}
};
// --- generated abstract thumbs: token-gray value-noise fields, one per
// seed, redrawn per theme (no external images)
const paintThumb = (i: number) => {
if (!sized) return;
const th = thumbs[i];
const ctx = th.getContext("2d");
if (!ctx) return;
const seed = seedOf(i);
const gw = 26;
const gh = Math.max(8, Math.round((gw * ch) / cw));
tiny.width = gw;
tiny.height = gh;
const img = tctx.createImageData(gw, gh);
const data = img.data;
for (let y = 0; y < gh; y++) {
for (let x = 0; x < gw; x++) {
const v = clamp(
noise2(x * 0.33 + seed * 13.7, y * 0.33 + seed * 5.1),
0,
1
);
let c: RGB;
if (v < 0.62) c = mixRGB(srf, brd, v / 0.62);
else if (v < 0.88) c = mixRGB(brd, mut, (v - 0.62) / 0.26);
else c = mixRGB(mut, fg, ((v - 0.88) / 0.12) * 0.55);
// sink toward surface near the footer so the caption stays legible
const settle = (y / gh) * 0.45;
c = mixRGB(c, srf, settle);
const o = (y * gw + x) * 4;
data[o] = Math.round(c.r);
data[o + 1] = Math.round(c.g);
data[o + 2] = Math.round(c.b);
data[o + 3] = 255;
}
}
tctx.putImageData(img, 0, 0);
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.imageSmoothingEnabled = true;
ctx.imageSmoothingQuality = "high";
ctx.clearRect(0, 0, th.width, th.height);
ctx.drawImage(tiny, 0, 0, gw, gh, 0, 0, th.width, th.height);
};
const paintThumbs = () => {
for (let i = 0; i < n; i++) paintThumb(i);
};
// --- caustics: 3 radial light pools on Lissajous paths, drawn into the
// quarter-res buffer on a fully cleared frame (no alpha accumulation),
// then upscaled onto the card's overlay canvas
const drawCaustics = (i: number, timeSec: number, amp: number) => {
if (!sized) return;
const fx = fxs[i];
const ctx = fx.getContext("2d");
if (!ctx) return;
const qw = qc.width;
const qh = qc.height;
qctx.setTransform(1, 0, 0, 1, 0, 0);
qctx.clearRect(0, 0, qw, qh);
const seed = seedOf(i);
for (let j = 0; j < POOLS.length; j++) {
const p = POOLS[j];
const ph = seed * 1.7 + j * 2.399;
const x =
qw * 0.5 +
qw * 0.3 * amp * Math.sin(((timeSec / p.T) * 2 * Math.PI) * p.rx + ph);
const y =
qh * 0.5 +
qh *
0.3 *
amp *
Math.sin(((timeSec / p.T) * 2 * Math.PI) * p.ry + ph * 1.83);
const r = Math.max(2, qw * 0.4); // 40% of card width, quarter space
const g = qctx.createRadialGradient(x, y, 0, x, y, r);
g.addColorStop(0, `rgba(${fg.r},${fg.g},${fg.b},${p.a})`);
g.addColorStop(1, `rgba(${fg.r},${fg.g},${fg.b},0)`);
qctx.fillStyle = g;
qctx.fillRect(0, 0, qw, qh);
}
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.clearRect(0, 0, cw, ch);
ctx.imageSmoothingEnabled = true;
ctx.imageSmoothingQuality = "high";
ctx.drawImage(qc, 0, 0, qw, qh, 0, 0, cw, ch);
};
// static frame for cards outside the live trio (and for reduced motion):
// one fixed-phase caustic frame at half amplitude
const paintStatic = () => {
for (let i = 0; i < n; i++) drawCaustics(i, seedOf(i) * 0.37, 0.5);
};
// --- chromatic aberration: the focused card's border restroked twice
// with horizontal offsets ±k in red/blue channel inks split from the
// foreground token (fg.r → red pass, fg.b → blue pass). Additive
// 'lighter' on dark themes; source-over fringes on light. Drawn onto the
// freshly cleared caustic frame each tick — never accumulates.
const drawAberration = (i: number, k: number) => {
if (!sized) return;
const ctx = fxs[i].getContext("2d");
if (!ctx) return;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const alpha = clamp(0.18 + (k / 6) * 0.55, 0, 0.85);
ctx.lineWidth = 1.25;
ctx.globalCompositeOperation = dark ? "lighter" : "source-over";
// fixed minimum-saturation floor on the split channel: a pure
// channel-split off a near-black --foreground (light theme) degrades
// to a gray smudge, not a color, without a floor to keep it visible
const redV = Math.max(fg.r, 190);
const blueV = Math.max(fg.b, 190);
ctx.save();
ctx.translate(-k, 0);
rrectPath(ctx, 1, 1, cw - 2, ch - 2, 11);
ctx.strokeStyle = `rgba(${redV},0,0,${alpha})`;
ctx.stroke();
ctx.restore();
ctx.save();
ctx.translate(k, 0);
rrectPath(ctx, 1, 1, cw - 2, ch - 2, 11);
ctx.strokeStyle = `rgba(0,0,${blueV},${alpha})`;
ctx.stroke();
ctx.restore();
ctx.globalCompositeOperation = "source-over";
};
// --- motion state (refs/locals only — never React state on hot paths)
let pos = start;
let prevPos = start;
let vel = 0; // idx/s
let effVel = 0; // smoothed, drives aberration
let mode: "idle" | "drag" | "momentum" | "spring" | "tween" = "idle";
let springStart = 0;
let springTarget = start;
let tweenFrom = 0;
let tweenTarget = 0;
let tweenStart = 0;
let tweenDur = 250;
let aberK = 0;
let aberDeadline = 0;
let lastWindow: number[] = [];
let ambient = 0.5; // pool amplitude scale: 0.5 idle ↔ 1 interacting
let raf = 0;
let running = false;
let last = 0;
let lastCaustic = 0;
let intersecting = true;
let activeShown = -1;
const applyTransforms = () => {
for (let i = 0; i < n; i++) {
const d = i - pos;
cards[i].style.transform = cardTransform(d, spacing);
// depth sort via explicit z-index (no preserve-3d intersection risk)
cards[i].style.zIndex = String(200 - Math.round(Math.abs(d) * 10));
}
};
const syncActive = () => {
const a = Math.round(clamp(pos, 0, n - 1));
if (a === activeShown) return;
activeShown = a;
const dots = dotRefs.current;
for (let i = 0; i < n; i++) {
const dot = dots[i];
if (dot) dot.dataset.active = i === a ? "true" : "false";
}
if (liveRef.current)
liveRef.current.textContent = `${items[a]?.title ?? ""}, item ${
a + 1
} of ${n}`;
};
const settledNow = () => mode === "idle" && aberK < 0.02;
const frame = (now: number) => {
raf = 0;
const dt = Math.min(0.05, last === 0 ? 1 / 60 : (now - last) / 1000);
last = now;
if (mode === "momentum") {
vel *= Math.pow(0.92, dt * 60); // friction 0.92/frame, fps-normalized
pos += vel * dt;
if (pos < 0) {
pos += (0 - pos) * Math.min(1, dt * 10);
vel *= 0.8;
} else if (pos > n - 1) {
pos += (n - 1 - pos) * Math.min(1, dt * 10);
vel *= 0.8;
}
if (Math.abs(vel) < 0.05) {
mode = "spring";
springTarget = Math.round(clamp(pos, 0, n - 1));
springStart = now;
}
} else if (mode === "spring") {
const kk = 170;
const cc = 2 * Math.sqrt(kk) * 0.95;
vel += (-kk * (pos - springTarget) - cc * vel) * dt;
pos += vel * dt;
// forced-settle deadline: a flick can never oscillate past 900ms
if (
(Math.abs(pos - springTarget) < 0.0015 && Math.abs(vel) < 0.02) ||
now - springStart > 900
) {
pos = springTarget;
vel = 0;
mode = "idle";
}
} else if (mode === "tween") {
const t = Math.min(1, (now - tweenStart) / tweenDur);
pos = tweenFrom + (tweenTarget - tweenFrom) * easeOutExpo(t);
if (t >= 1) {
pos = tweenTarget;
mode = "idle";
}
}
// mode === "drag": pointermove writes pos directly between frames
// posChanged must be read before prevPos updates — a spring/tween that
// just force-settled flipped mode to "idle" this frame, but its final
// pos snap still needs one applyTransforms pass
const posChanged = pos !== prevPos;
const inst = (pos - prevPos) / Math.max(dt, 1e-4);
prevPos = pos;
effVel += (inst - effVel) * 0.4;
// aberration: k = min(6, |angular velocity| * 0.04), angular velocity
// of the focused card = 35 deg per index of travel; exponential decay
// at rest (τ=100ms → settles < 500ms) under a 900ms hard deadline
const moving = mode !== "idle" || posChanged;
if (moving) {
aberK = Math.min(6, Math.abs(effVel) * 35 * 0.04);
if (aberK > 0.05) aberDeadline = now + 900;
} else {
aberK *= Math.exp(-dt * 10);
if (aberK < 0.03 || now > aberDeadline) aberK = 0;
}
// idle pools drift at half amplitude — ambient is the default look
const ambTarget = moving ? 1 : 0.5;
ambient += (ambTarget - ambient) * Math.min(1, dt * 4);
if (sized) {
if (moving) applyTransforms();
syncActive();
const a = activeShown;
// full-rate while interacting or aberrating; 30fps cap at rest
const draw = moving || aberK >= 0.02 || now - lastCaustic >= 33;
if (draw) {
lastCaustic = now;
const t = now / 1000;
// only the focused card and its two neighbors run live caustics
const winStart = Math.max(0, a - 1);
const winEnd = Math.min(n - 1, a + 1);
// unconditionally wipe any index the live window left behind —
// e.g. a fast multi-card navigate tween where `a` jumps 2+ cards
// in one frame — regardless of aberK's decay state, so a stale
// aberration fringe can never strand on an unattended card
for (const idx of lastWindow) {
if (idx < winStart || idx > winEnd) drawCaustics(idx, t, ambient);
}
lastWindow = [];
for (let i = winStart; i <= winEnd; i++) {
drawCaustics(i, t, ambient);
lastWindow.push(i);
}
if (aberK >= 0.02) drawAberration(a, aberK);
}
}
// sleep policy: offscreen → stop; settled AND tab hidden → full sleep;
// otherwise the ambient 30fps drift keeps running
if (!intersecting || (settledNow() && document.hidden)) {
running = false;
return;
}
raf = requestAnimationFrame(frame);
};
const wake = () => {
if (reduced || running || !intersecting) return;
running = true;
last = 0;
raf = requestAnimationFrame(frame);
};
const navigate = (target: number, dur: number) => {
const t = clamp(Math.round(target), 0, n - 1);
if (reduced) {
// reduced motion: instant 200ms CSS ease, no momentum, no aberration
pos = t;
vel = 0;
applyTransforms();
syncActive();
return;
}
tweenFrom = pos;
tweenTarget = t;
tweenStart = performance.now();
tweenDur = dur;
mode = "tween";
wake();
};
// --- pointer: drag scrubs the index continuously, release applies
// momentum, taps center the tapped card
let dragging = false;
let dragMoved = 0;
let dragTotal = 0;
let lastX = 0;
let lastT = 0;
let dragVel = 0;
const onDown = (e: PointerEvent) => {
if (e.pointerType === "mouse" && e.button !== 0) return;
dragging = true;
dragMoved = 0;
dragTotal = 0;
lastX = e.clientX;
lastT = performance.now();
dragVel = 0;
if (!reduced) {
mode = "drag";
vel = 0;
stage.style.cursor = "grabbing";
wake();
}
try {
stage.setPointerCapture(e.pointerId);
} catch {
/* capture unsupported */
}
};
const onMove = (e: PointerEvent) => {
if (!dragging) return;
const now = performance.now();
const dx = e.clientX - lastX;
lastX = e.clientX;
dragMoved += Math.abs(dx);
dragTotal += dx;
if (reduced) return;
const dtm = Math.max(4, now - lastT) / 1000;
lastT = now;
let next = pos - dx / spacing;
if (next < 0) next *= 0.3; // rubber band past the ends
else if (next > n - 1) next = n - 1 + (next - (n - 1)) * 0.3;
dragVel += ((next - pos) / dtm - dragVel) * 0.35;
pos = next;
};
const onUp = (e: PointerEvent) => {
if (!dragging) return;
dragging = false;
stage.style.cursor = "grab";
try {
stage.releasePointerCapture(e.pointerId);
} catch {
/* already released */
}
if (dragMoved < 5) {
// click: center the card under the pointer
const rect = stage.getBoundingClientRect();
const rel = (e.clientX - rect.left - rect.width / 2) / spacing;
navigate(pos + rel, 300);
return;
}
if (reduced) {
if (Math.abs(dragTotal) > 30)
navigate(Math.round(pos) - Math.sign(dragTotal), 200);
return;
}
vel = clamp(dragVel, -8, 8);
mode = "momentum";
wake();
};
const onCancel = () => {
if (!dragging) return;
dragging = false;
stage.style.cursor = "grab";
if (!reduced) {
vel = clamp(dragVel, -8, 8);
mode = "momentum";
wake();
}
};
// --- wheel steps one card (250ms ease-out-expo), locked per step
let wheelLock = 0;
const onWheel = (e: WheelEvent) => {
const delta =
Math.abs(e.deltaX) > Math.abs(e.deltaY) ? e.deltaX : e.deltaY;
if (delta === 0) return;
e.preventDefault();
const now = performance.now();
if (now < wheelLock) return;
wheelLock = now + 260;
navigate(Math.round(pos) + (delta > 0 ? 1 : -1), 250);
};
const onKey = (e: KeyboardEvent) => {
if (e.key === "ArrowLeft") {
e.preventDefault();
navigate(Math.round(pos) - 1, 250);
} else if (e.key === "ArrowRight") {
e.preventDefault();
navigate(Math.round(pos) + 1, 250);
}
};
const dotCleanups: (() => void)[] = [];
dotRefs.current.slice(0, n).forEach((dot, i) => {
if (!dot) return;
const h = () => navigate(i, 300);
dot.addEventListener("click", h);
dotCleanups.push(() => dot.removeEventListener("click", h));
});
// --- observers
const io = new IntersectionObserver((entries) => {
intersecting = entries[0]?.isIntersecting ?? true;
if (intersecting) wake();
});
io.observe(root);
const ro = new ResizeObserver(() => {
const wasSized = sized;
layout();
if (!sized) return;
paintThumbs();
paintStatic();
applyTransforms();
if (!wasSized) syncActive();
wake();
});
ro.observe(root);
// live theme re-derive: regenerate thumbs and static frames per theme;
// the live trio re-inks on the next frame
const mo = new MutationObserver(() => {
deriveTokens();
paintThumbs();
paintStatic();
wake();
});
mo.observe(document.documentElement, {
attributes: true,
attributeFilter: ["class"],
});
const onVis = () => {
if (!document.hidden) wake();
};
document.addEventListener("visibilitychange", onVis);
if (reduced) {
for (const c of cards) c.style.transition = "transform 200ms ease";
}
stage.addEventListener("pointerdown", onDown);
stage.addEventListener("pointermove", onMove);
stage.addEventListener("pointerup", onUp);
stage.addEventListener("pointercancel", onCancel);
stage.addEventListener("wheel", onWheel, { passive: false });
stage.addEventListener("keydown", onKey);
// initial paint
layout();
paintThumbs();
paintStatic();
applyTransforms();
syncActive();
wake();
return () => {
cancelAnimationFrame(raf);
running = false;
io.disconnect();
ro.disconnect();
mo.disconnect();
document.removeEventListener("visibilitychange", onVis);
stage.removeEventListener("pointerdown", onDown);
stage.removeEventListener("pointermove", onMove);
stage.removeEventListener("pointerup", onUp);
stage.removeEventListener("pointercancel", onCancel);
stage.removeEventListener("wheel", onWheel);
stage.removeEventListener("keydown", onKey);
for (const c of dotCleanups) c();
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [items, n, start, cardWidth, cardHeight]);
return (
<div ref={rootRef} className={`w-full ${className}`}>
<div
ref={stageRef}
role="group"
aria-roledescription="carousel"
aria-label={ariaLabel}
tabIndex={0}
className="relative w-full touch-pan-y select-none overflow-hidden rounded-md outline-none focus-visible:outline focus-visible:outline-2 focus-visible:outline-offset-4 focus-visible:outline-accent"
style={{
height: cardHeight + 48,
perspective: "1200px",
cursor: "grab",
}}
>
{items.map((item, i) => {
const d = i - start;
return (
<div
key={i}
ref={(el) => {
cardRefs.current[i] = el;
}}
className="absolute left-1/2 top-1/2"
style={{
width: cardWidth,
height: cardHeight,
transform: cardTransform(d, cardWidth * 0.46),
zIndex: 200 - Math.round(Math.abs(d) * 10),
willChange: "transform",
}}
>
{/* hover lift + border shift on an inner wrapper so the rAF
loop's 3D transform on the outer node is never fought.
clip-path (not just overflow-hidden+rounded-md) contains the
backdrop-filter pane and canvases: this wrapper sits inside
an ancestor that's both will-change:transform'd and
rotateY/translateZ'd for the coverflow pose, and on that
combination Chromium/WebKit can rasterize a border-radius +
overflow:hidden clip as its full rectangular layer bounds
instead of the rounded mask — a rectangular box behind the
center card, sharp corner wedges poking past the radius on
the rotated side cards. clip-path is evaluated as its own
mask primitive every paint and doesn't share that failure
mode, so it stays authoritative regardless of compositing. */}
<div
className="relative h-full w-full overflow-hidden rounded-md border border-border bg-surface transition-[translate,border-color] duration-200 hover:-translate-y-0.5 hover:border-foreground/25"
style={{ clipPath: "inset(0 round var(--radius-md))" }}
>
<canvas
ref={(el) => {
thumbRefs.current[i] = el;
}}
aria-hidden
className="absolute left-0 top-0"
/>
{/* frosted pane over the generated thumb */}
<div
aria-hidden
className="absolute inset-0"
style={{
backdropFilter: "blur(14px) saturate(1.1)",
WebkitBackdropFilter: "blur(14px) saturate(1.1)",
background:
"color-mix(in srgb, var(--surface) 60%, transparent)",
}}
/>
<div className="absolute inset-x-0 bottom-0 p-4">
<p className="text-sm font-semibold tracking-tight text-foreground">
{item.title}
</p>
<p className="mt-1 font-mono text-[10px] tracking-widest text-muted">
{item.meta ?? `NO. ${String(i + 1).padStart(2, "0")}`}
</p>
</div>
{/* caustic + aberration overlay */}
<canvas
ref={(el) => {
fxRefs.current[i] = el;
}}
aria-hidden
className="pointer-events-none absolute left-0 top-0"
/>
</div>
</div>
);
})}
</div>
<div className="mt-5 flex items-center justify-center gap-2">
{items.map((item, i) => (
<button
key={i}
ref={(el) => {
dotRefs.current[i] = el;
}}
type="button"
data-active={i === start ? "true" : "false"}
aria-label={`Go to ${item.title}`}
className="h-1.5 w-6 rounded-full bg-border transition-colors duration-200 hover:bg-muted focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-accent data-[active=true]:bg-foreground"
/>
))}
</div>
<span ref={liveRef} aria-live="polite" className="sr-only" />
</div>
);
}
A 3D coverflow gallery where every card sits behind frosted glass running a lightweight caustic-light simulation. RENDERING: DOM cards under a perspective-1200px stage, anchored at the stage center with translate(-50%,-50%) plus offset transforms (never absolute coords) — center card scale 1.0, side cards rotateY ±35° and scale 0.82, x-spacing 46% of card width, translateZ −60px per index of distance with explicit z-index depth sorting. Each card is a frosted pane: backdrop-filter blur(14px) saturate(1.1) over color-mix(--surface 60%, transparent), 1px --border, rounded-md, over a token-derived generated abstract thumb (grayscale value-noise field mixed from --surface/--border/--muted/--foreground, no external images). A per-card pointer-events-none Canvas 2D overlay (explicit style.width/height + dpr-capped-2 backing store — CSS inset never sizes a canvas) renders caustics: three radial gradients (radius 40% of card width, --foreground ink at alphas 0.10/0.07/0.05) whose centers travel incommensurate Lissajous paths with periods 7s/11s/13s and amplitude 30% of card size, drawn onto a fully cleared quarter-resolution offscreen buffer each tick (no alpha accumulation, ever) and upscaled with imageSmoothing for soft pool edges. Only the focused card and its two neighbors run live caustics; outer cards keep a fixed-phase static frame. CHROMATIC ABERRATION: focused card only — its rounded border restroked twice, offset ±k px horizontally, in red/blue channel inks split from the foreground token with a fixed minimum-saturation floor so the fringe stays colored in light theme too (rgba(max(fg.r,190),0,0) / rgba(0,0,max(fg.b,190))), composited 'lighter' on dark themes and source-over on light; k = min(6, |angular velocity in deg/s| × 0.04) where the focused card turns 35°/index, exponentially damped (τ≈100ms, settles < 500ms) with a 900ms forced-settle deadline. INTERACTION: pointer drag scrubs the continuous index (rubber-band past the ends); release applies momentum with friction 0.92/frame (fps-normalized) then hands off to a snap spring (k=170, ζ≈0.95) once |v| < 0.05 idx/s, itself under a 900ms forced-settle deadline so a flick can never oscillate forever; wheel steps one card per 260ms with a 250ms ease-out-expo tween; clicking a side card centers it (taps under 5px of travel); ArrowLeft/Right step with a visible token-relative focus ring on the stage; index dots below the stage navigate and mirror the active card via data-active. IDLE: pools keep drifting at half amplitude (ambient default look) capped at 30fps, blending back to full amplitude while interacting. REDUCED MOTION: no rAF loop, one static caustic frame per card, no aberration, navigation via instant 200ms CSS ease with no momentum. LIFECYCLE: all canvas inks derived from getComputedStyle tokens at mount and re-derived by a MutationObserver on documentElement class (thumbs and static frames regenerate per theme); IntersectionObserver pauses the loop offscreen and the loop fully sleeps when settled AND the tab is hidden; zero-size containers guard all drawing; hover is a 2px inner-wrapper lift plus border-foreground/25 so the rAF transform is never fought; every listener, observer, and rAF torn down on unmount. Demo: padded 'Field notes' gallery section on a surface card with mono eyebrow, muted subline, seven believable archive entries (generated thumbs, Geist Sans titles, mono date + index meta) and index dots below the stage.