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Blocks

Terrain Relief Hero

An edge-to-edge 3D landscape with animated contours and responsive hero content.

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Make it yours.

Install the editable source and its dependencies into your React + Tailwind project.

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pnpm dlx shadcn@4.0.8 add http://localhost:3000/r/terrain-relief-hero.json

Use it

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"use client";
import { TerrainReliefHero } from "@/components/jez-ui/blocks/terrain-relief-hero";

export default function Example() {
  return (
    <>
      <TerrainReliefHero />
    </>
  );
}

Compose your own

These styled parts are included in the same install. Use children to build your layout; add className only when you want an override.

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"use client";
import {
  TerrainReliefHero,
  TerrainReliefHeroMasthead,
  TerrainReliefHeroBrand,
  TerrainReliefHeroMeta,
  TerrainReliefHeroIntro,
  TerrainReliefHeroArtwork,
  TerrainReliefHeroControls,
} from "@/components/jez-ui/blocks/terrain-relief-hero";

export default function Example() {
  return (
    <TerrainReliefHero>
      <TerrainReliefHeroMasthead>
        <TerrainReliefHeroBrand />
        <TerrainReliefHeroMeta />
      </TerrainReliefHeroMasthead>
      <TerrainReliefHeroIntro />
      <TerrainReliefHeroArtwork />
      <TerrainReliefHeroControls />
    </TerrainReliefHero>
  );
}
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import { TerrainReliefHero, TerrainReliefHeroHeader, TerrainReliefHeroContent, TerrainReliefHeroTitle, TerrainReliefHeroMasthead, TerrainReliefHeroIntro, TerrainReliefHeroArtwork, TerrainReliefHeroControls, TerrainReliefHeroMeta, TerrainReliefHeroBrand, TerrainReliefHeroDescription } from "@/components/jez-ui/blocks/terrain-relief-hero";
Read the composition guide →

Props & types

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export type TerrainReliefHeroProps = Omit<
  React.ComponentProps<"section">,
  keyof Pick<
    HeroProps,
    | "title"
    | "description"
    | "actionLabel"
    | "copy"
    | "artwork"
    | "className"
    | "href"
  >
> &
  Pick<
    HeroProps,
    | "title"
    | "description"
    | "actionLabel"
    | "copy"
    | "artwork"
    | "className"
    | "href"
  >;

TerrainReliefHeroProps

Source

View 8 source files

registry/blocks/terrain-relief-hero.tsx

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"use client";
import * as React from "react";
import { ArrowUpRight, Pause, Play, Mountain } from "lucide-react";
import { type HeroProps } from "./hero-parts";
import { cn } from "../ui/utils";
import { WebGLStage } from "../ui/webgl-stage";
export const TerrainReliefHeroCopy = {
  brand: "FIELD / 01",
  meta: "A study in elevation",
  playLabel: "Play",
  pauseLabel: "Pause",
  animationName: "terrain",
};
export type TerrainReliefHeroProps = Omit<
  React.ComponentProps<"section">,
  keyof Pick<
    HeroProps,
    | "title"
    | "description"
    | "actionLabel"
    | "copy"
    | "artwork"
    | "className"
    | "href"
  >
> &
  Pick<
    HeroProps,
    | "title"
    | "description"
    | "actionLabel"
    | "copy"
    | "artwork"
    | "className"
    | "href"
  >;
function useTerrainReliefHeroModel({
  title,
  description,
  actionLabel,
  copy = {},
  artwork,
  className,
  href = "/blocks",
  children,
  ...rootProps
}: TerrainReliefHeroProps) {
  const [paused, setPaused] = React.useState(false);
  return {
    title,
    description,
    actionLabel,
    copy,
    artwork,
    className,
    href,
    children,
    rootProps,
    paused,
    setPaused,
  };
}
const TerrainReliefHeroCompositionContext = React.createContext<ReturnType<
  typeof useTerrainReliefHeroModel
> | null>(null);
function useTerrainReliefHeroComposition() {
  const context = React.useContext(TerrainReliefHeroCompositionContext);
  if (!context)
    throw new Error(
      "TerrainReliefHero parts must be inside TerrainReliefHero.",
    );
  return context;
}
export function TerrainReliefHero(props: TerrainReliefHeroProps) {
  const model = useTerrainReliefHeroModel(props);
  const { className, rootProps, children } = model;
  return (
    <TerrainReliefHeroCompositionContext.Provider value={model}>
      <section
        {...rootProps}
        className={cn(
          "@container relative isolate overflow-hidden rounded-xl bg-[#14221e] text-[#f0f1e6]",
          className,
        )}
      >
        {children !== undefined ? (
          children
        ) : (
          <>
            <TerrainReliefHeroMasthead />
            <TerrainReliefHeroIntro />
            <TerrainReliefHeroArtwork />
            <TerrainReliefHeroControls />
          </>
        )}
      </section>
    </TerrainReliefHeroCompositionContext.Provider>
  );
}

export function TerrainReliefHeroHeader({
  className,
  ...props
}: React.ComponentProps<"div">) {
  return (
    <div
      data-slot="terrain-relief-hero-header"
      className={cn(
        "relative z-10 flex flex-wrap items-center justify-between gap-4 px-6 pt-6 text-xs @min-[640px]:px-10",
        className,
      )}
      {...props}
    />
  );
}
export function TerrainReliefHeroContent({
  className,
  ...props
}: React.ComponentProps<"div">) {
  return (
    <div
      data-slot="terrain-relief-hero-content"
      className={cn(
        "relative z-10 grid gap-6 px-6 pt-10 @min-[640px]:grid-cols-[1.65fr_1fr] @min-[640px]:items-end @min-[640px]:px-10 @min-[640px]:pt-14",
        className,
      )}
      {...props}
    />
  );
}
export function TerrainReliefHeroTitle({
  className,
  ...props
}: React.ComponentProps<"h1">) {
  return (
    <h1
      data-slot="terrain-relief-hero-title"
      className={cn(
        "font-display text-[clamp(2.5rem,6.5cqi,5rem)] leading-[1.02] tracking-tight",
        className,
      )}
      {...props}
    />
  );
}

export function TerrainReliefHeroMasthead({
  children,
  ...props
}: Partial<React.ComponentProps<typeof TerrainReliefHeroHeader>> & {
  children?: React.ReactNode;
}) {
  return (
    <TerrainReliefHeroHeader {...props}>
      {children === undefined ? (
        <>
          <TerrainReliefHeroBrand />
          <TerrainReliefHeroMeta />
        </>
      ) : (
        children
      )}
    </TerrainReliefHeroHeader>
  );
}
export function TerrainReliefHeroIntro({
  children,
  ...props
}: Partial<React.ComponentProps<typeof TerrainReliefHeroContent>> & {
  children?: React.ReactNode;
}) {
  const { title } = useTerrainReliefHeroComposition();
  return (
    <TerrainReliefHeroContent {...props}>
      {children === undefined ? (
        <>
          <TerrainReliefHeroTitle>
            {title ?? (
              <>
                Find your
                <br />
                <span className="text-[#c8dd9f]">higher ground.</span>
              </>
            )}
          </TerrainReliefHeroTitle>
          <TerrainReliefHeroDescription />
        </>
      ) : (
        children
      )}
    </TerrainReliefHeroContent>
  );
}
export function TerrainReliefHeroArtwork({
  children,
  ...props
}: Partial<React.ComponentProps<typeof WebGLStage>> & {
  children?: React.ReactNode;
}) {
  const { copy, artwork, paused } = useTerrainReliefHeroComposition();
  return children === undefined ? (
    <WebGLStage
      kind="terrain-relief"
      color={artwork?.color ?? "#91b47b"}
      speed={artwork?.speed ?? 0.4}
      paused={paused}
      label={
        copy.artworkLabel ??
        "An expansive three-dimensional landscape with illuminated contour lines"
      }
      {...props}
      className={cn(
        "-mt-8 h-[300px] rounded-none [mask-image:linear-gradient(to_bottom,transparent,black_24%,black_88%,transparent)] @min-[640px]:h-[360px]",
        props.className,
      )}
    />
  ) : (
    children
  );
}
export function TerrainReliefHeroControls({
  children,
  ...props
}: Partial<React.ComponentProps<"div">> & { children?: React.ReactNode }) {
  const { actionLabel, copy, href, paused, setPaused } =
    useTerrainReliefHeroComposition();
  return (
    <div
      {...props}
      className={cn(
        "relative z-10 mx-6 flex flex-wrap items-center justify-between gap-3 border-t border-white/20 py-5 @min-[640px]:mx-10",
        props.className,
      )}
    >
      {children === undefined ? (
        <>
          <a
            href={href}
            className="flex min-h-11 items-center gap-3 text-sm font-medium hover:text-[#c8dd9f]"
          >
            {actionLabel ?? "Explore the collection"}
            <ArrowUpRight size={17} />
          </a>
          <button
            type="button"
            aria-pressed={paused}
            onClick={() => setPaused((v) => !v)}
            className="flex min-h-11 items-center gap-2 rounded-lg px-3 py-2 text-xs text-[#bdcdbf] hover:bg-white/10"
          >
            {paused ? <Play size={13} /> : <Pause size={13} />}{" "}
            {paused ? (copy.playLabel ?? "Play") : (copy.pauseLabel ?? "Pause")}{" "}
            {copy.animationName ?? "terrain"}
          </button>
        </>
      ) : (
        children
      )}
    </div>
  );
}

export function TerrainReliefHeroMeta({
  children,
  ...props
}: Partial<React.ComponentProps<"span">> & { children?: React.ReactNode }) {
  const { copy } = useTerrainReliefHeroComposition();
  return (
    <span {...props} className={cn("text-[#b7c7b8]", props.className)}>
      {children === undefined
        ? (copy.meta ?? "A study in elevation")
        : children}
    </span>
  );
}
export function TerrainReliefHeroBrand({
  children,
  ...props
}: Partial<React.ComponentProps<"span">> & { children?: React.ReactNode }) {
  const { copy } = useTerrainReliefHeroComposition();
  return (
    <span
      {...props}
      className={cn(
        "flex items-center gap-2 font-medium tracking-widest",
        props.className,
      )}
    >
      {children === undefined ? (
        <>
          <Mountain size={19} />
          {copy.brand ?? "FIELD / 01"}
        </>
      ) : (
        children
      )}
    </span>
  );
}
export function TerrainReliefHeroDescription({
  children,
  ...props
}: Partial<React.ComponentProps<"p">> & { children?: React.ReactNode }) {
  const { description } = useTerrainReliefHeroComposition();
  return (
    <p
      {...props}
      className={cn(
        "max-w-xs text-sm leading-relaxed text-[#bdcdbf] @min-[640px]:justify-self-end",
        props.className,
      )}
    >
      {children === undefined
        ? (description ??
          "New perspectives are rarely found on familiar paths. Follow the contours. See where they take you.")
        : children}
    </p>
  );
}

registry/blocks/hero-parts.tsx

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"use client";
import * as React from "react";
import { Slot } from "radix-ui";
import { ArrowUpRight } from "lucide-react";
import { cn } from "../ui/utils";
export type HeroCopy = Partial<
  Record<
    | "brand"
    | "meta"
    | "eyebrow"
    | "tagline"
    | "taglineEnd"
    | "caption"
    | "footerNote"
    | "animationName"
    | "playLabel"
    | "pauseLabel"
    | "artworkLabel",
    string
  >
>;
export type HeroProps = {
  copy?: HeroCopy;
  preview?: React.ReactNode;
  artworkText?: string;
  className?: string;
  href?: string;
  title?: React.ReactNode;
  description?: React.ReactNode;
  actionLabel?: React.ReactNode;
  secondaryImageSrc?: string;
  secondaryImageAlt?: string;
  imageSrc?: string;
  imageAlt?: string;
  artwork?: {
    color?: string;
    speed?: number;
    label?: string;
    playLabel?: string;
    pauseLabel?: string;
  };
};
export function HeroLink({
  href = "/blocks",
  asChild,
  children = "Explore the collection",
  className,
  ...props
}: React.ComponentProps<"a"> & {
  asChild?: boolean;
  href?: string;
  children?: React.ReactNode;
  className?: string;
}) {
  const Comp = asChild ? Slot.Root : "a";
  return (
    <Comp
      {...props}
      href={href}
      className={cn(
        "inline-flex items-center gap-3 rounded-full border border-current/30 px-5 py-3 text-sm transition-colors hover:bg-current/10",
        className,
      )}
    >
      {asChild ? (
        children
      ) : (
        <>
          {children}
          <ArrowUpRight size={16} />
        </>
      )}
    </Comp>
  );
}

registry/ui/utils.ts

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import { clsx, type ClassValue } from "clsx";
import { twMerge } from "tailwind-merge";
export function cn(...values: ClassValue[]) {
  return twMerge(clsx(values));
}

registry/ui/webgl-stage.tsx

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"use client";
import * as React from "react";
import { Canvas } from "@react-three/fiber";
import { WebGLScene, type SceneKind } from "./webgl-scenes";
import { RibbonPoster } from "./webgl-ribbons";
import { cn } from "./utils";
export type WebGLProps = Omit<React.ComponentProps<"div">, "children"> & {
  className?: string;
  color?: string;
  speed?: number;
  paused?: boolean;
  label?: string;
  text?: string;
  imageSrc?: string;
  composition?: "fold" | "orbit";
};
class Boundary extends React.Component<
  { children: React.ReactNode; fallback: React.ReactNode },
  { failed: boolean }
> {
  state = { failed: false };
  static getDerivedStateFromError() {
    return { failed: true };
  }
  render() {
    return this.state.failed ? this.props.fallback : this.props.children;
  }
}
export function WebGLStage({
  kind,
  className,
  color: suppliedColor,
  speed = 1,
  paused = false,
  text = "FORM",
  imageSrc,
  composition = "fold",
  label = "Interactive WebGL artwork",
  ref: forwardedRef,
  ...rootProps
}: WebGLProps & { kind: SceneKind }) {
  const colors = {
    silk: "#b7cdbb",
    eclipse: "#edbd79",
    tunnel: "#a6bce4",
    constellation: "#a6d0c0",
    particles: "#b9a4f8",
    ribbons: "#8daed1",
    liquid: "#737fd7",
    orb: "#eab89d",
    terrain: "#b2c08b",
    "terrain-relief": "#b2c08b",
    distortion: "#d7dfcf",
  };
  const backgrounds = {
    silk: "#030405",
    eclipse: "#030405",
    tunnel: "#030405",
    constellation: "#030405",
    particles: "#10101c",
    ribbons: "#10151d",
    liquid: "#1c2945",
    orb: "#241c2b",
    terrain: "#14221e",
    "terrain-relief": "#14221e",
    distortion: "#d7dfcf",
  };
  const color = suppliedColor ?? colors[kind];
  const ref = React.useRef<HTMLDivElement>(null);
  const [visible, setVisible] = React.useState(false);
  const [ready, setReady] = React.useState(false);
  const [lost, setLost] = React.useState(false);
  const [reduce, setReduce] = React.useState(true);
  React.useEffect(() => {
    const media = matchMedia("(prefers-reduced-motion: reduce)");
    const change = () => setReduce(media.matches);
    change();
    media.addEventListener("change", change);
    const canvas = document.createElement("canvas");
    const gl = canvas.getContext("webgl2") ?? canvas.getContext("webgl");
    setReady(!!gl);
    gl?.getExtension("WEBGL_lose_context")?.loseContext();
    const observer = new IntersectionObserver(
      ([entry]) => setVisible(entry.isIntersecting),
      { rootMargin: "80px" },
    );
    if (ref.current) observer.observe(ref.current);
    return () => {
      observer.disconnect();
      media.removeEventListener("change", change);
    };
  }, []);
  const fallback = (
    <div
      className="absolute inset-0 grid place-items-center"
      data-webgl-fallback
    >
      {kind === "ribbons" ? (
        <RibbonPoster color={color} />
      ) : kind === "terrain" || kind === "terrain-relief" ? (
        <svg
          viewBox="0 0 900 400"
          preserveAspectRatio="xMidYMid slice"
          className="h-full w-full"
          aria-hidden="true"
        >
          {Array.from({ length: 34 }, (_, row) => {
            const points = Array.from({ length: 80 }, (_, col) => {
              const x = (col / 79) * 1000 - 50;
              const z = row / 33;
              const h =
                90 * Math.exp(-(((x - 310) / 150) ** 2)) +
                65 * Math.exp(-(((x - 610) / 110) ** 2));
              const y =
                140 +
                z * 230 -
                h * Math.sin(z * Math.PI) * 1.5 +
                Math.sin(x * 0.013 + z * 5) * 12;
              return `${x.toFixed(2)},${y.toFixed(2)}`;
            });
            return (
              <polyline
                key={row}
                points={points.join(" ")}
                fill="none"
                stroke={color}
                strokeWidth={1}
                opacity={0.2 + row / 55}
              />
            );
          })}
        </svg>
      ) : kind === "distortion" && imageSrc ? (
        <img src={imageSrc} alt="" className="h-full w-full object-cover" />
      ) : (
        <svg viewBox="0 0 600 400" className="h-full w-full" aria-hidden="true">
          {kind === "particles" ? (
            Array.from({ length: 700 }, (_, i) => {
              const a = i * 2.399963,
                r = 65 + Math.sqrt(i / 700) * 165;
              return (
                <circle
                  key={i}
                  cx={(300 + Math.cos(a) * r).toFixed(3)}
                  cy={(200 + Math.sin(a) * r * 0.52).toFixed(3)}
                  r={0.5 + (i % 4) * 0.3}
                  fill={color}
                  opacity={0.4 + (i % 6) * 0.1}
                />
              );
            })
          ) : kind === "distortion" ? (
            <>
              <rect width="600" height="400" fill="#d7dfcf" />
              <text
                x="300"
                y="235"
                textAnchor="middle"
                fill="#28352d"
                fontFamily="sans-serif"
                fontWeight="700"
                fontSize={Math.min(150, 480 / Math.max(text.length * 0.65, 1))}
                letterSpacing="-9"
              >
                {text}
              </text>
              <path d="M 80 275 H 520" stroke="#c36943" strokeWidth="8" />
            </>
          ) : kind === "eclipse" || kind === "tunnel" ? (
            <>
              {Array.from({ length: kind === "eclipse" ? 8 : 18 }, (_, i) => (
                <circle
                  key={i}
                  cx="300"
                  cy="200"
                  r={kind === "eclipse" ? 100 + i * 2 : 15 + i * i * 1.1}
                  fill="none"
                  stroke={color}
                  opacity={kind === "eclipse" ? 0.8 / (i + 1) : 0.15 + i * 0.03}
                  strokeWidth={kind === "eclipse" ? 1 : 1.5}
                />
              ))}
            </>
          ) : kind === "constellation" ? (
            <>
              {Array.from({ length: 30 }, (_, i) => {
                const x = 300 + Math.sin(i * 19.1) * 240,
                  y = 200 + Math.cos(i * 7.7) * 160;
                return (
                  <g key={i}>
                    <line
                      x1={x}
                      y1={y}
                      x2={300 + Math.sin((i + 1) * 19.1) * 240}
                      y2={200 + Math.cos((i + 1) * 7.7) * 160}
                      stroke={color}
                      opacity=".15"
                    />
                    <circle cx={x} cy={y} r="2" fill={color} />
                  </g>
                );
              })}
            </>
          ) : kind === "orb" ? (
            <>
              <defs>
                <radialGradient id="jez-orb-poster" cx="30%" cy="22%">
                  <stop stopColor="#fff4e4" />
                  <stop offset=".35" stopColor={color} />
                  <stop offset=".7" stopColor="#695786" />
                  <stop offset="1" stopColor="#1f2035" />
                </radialGradient>
              </defs>
              <circle cx="300" cy="200" r="128" fill="url(#jez-orb-poster)" />
            </>
          ) : (
            Array.from({ length: 32 }, (_, i) => (
              <path
                key={i}
                d={`M 0 ${70 + i * 9} Q 150 ${-30 + i * 13} 300 ${130 + i * 7} T 600 ${95 + i * 10}`}
                fill="none"
                stroke={color}
                strokeWidth={1.1}
                opacity={0.3 + (i % 5) * 0.13}
              />
            ))
          )}
        </svg>
      )}
    </div>
  );
  React.useImperativeHandle(forwardedRef, () => ref.current!, []);
  return (
    <div
      {...rootProps}
      ref={ref}
      role="img"
      aria-label={label}
      style={{ background: backgrounds[kind], ...rootProps.style }}
      className={cn(
        "relative h-[400px] w-full overflow-hidden rounded-xl",
        className,
      )}
    >
      {ready && !lost && !reduce && visible ? (
        <Boundary fallback={fallback}>
          <Canvas
            dpr={[1, 1.5]}
            frameloop={paused ? "demand" : "always"}
            camera={{ position: [0, 0, 5], fov: 48 }}
            gl={{ antialias: true, alpha: true, powerPreference: "low-power" }}
            onCreated={({ gl }) => {
              gl.domElement.addEventListener(
                "webglcontextlost",
                () => setLost(true),
                { once: true },
              );
            }}
          >
            <WebGLScene
              kind={kind}
              color={color}
              speed={speed}
              text={text}
              imageSrc={imageSrc}
              composition={composition}
            />
          </Canvas>
        </Boundary>
      ) : (
        fallback
      )}
    </div>
  );
}

registry/ui/webgl-scenes.tsx

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"use client";
import * as React from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
import { RibbonScene } from "./webgl-ribbons";
import {
  screenVertex,
  orbFragment,
  liquidFragment,
  distortionFragment,
  terrainFragment,
  terrainVertex,
  terrainReliefFragment,
  particleVertex,
  particleFragment,
} from "./webgl-shaders";
import { AtmosphereScene } from "./webgl-atmospheres";
export type SceneKind =
  | "silk"
  | "eclipse"
  | "tunnel"
  | "constellation"
  | "particles"
  | "ribbons"
  | "liquid"
  | "orb"
  | "terrain-relief"
  | "terrain"
  | "distortion";
export type SceneProps = {
  kind: SceneKind;
  color: string;
  speed: number;
  text?: string;
  imageSrc?: string;
  composition?: "fold" | "orbit";
};
function Field({ color, speed }: { color: string; speed: number }) {
  const material = React.useMemo(
    () =>
      new THREE.ShaderMaterial({
        vertexShader: particleVertex,
        fragmentShader: particleFragment,
        uniforms: {
          time: { value: 0 },
          pointer: { value: new THREE.Vector2() },
          tint: { value: new THREE.Color(color) },
        },
        transparent: true,
        depthWrite: false,
        blending: THREE.AdditiveBlending,
      }),
    [color],
  );
  const geometry = React.useMemo(() => {
    const n = 18000,
      p = new Float32Array(n * 3),
      s = new Float32Array(n);
    for (let i = 0; i < n; i++) {
      const a = i * 2.39996323;
      const r = 0.7 + Math.pow((i + 0.5) / n, 0.7) * 1.6;
      const warp = Math.sin(a * 3) * 0.18;
      const seed = (Math.sin(i * 127.1) * 43758.5453) % 1;
      const scatter = Math.abs(seed);
      p[i * 3] = Math.cos(a) * r;
      p[i * 3 + 1] = Math.sin(a) * r * 0.6 + Math.sin(r * 3) * 0.12;
      p[i * 3 + 2] =
        Math.sin(a * 2 + r * 3) * 0.42 + warp + (scatter - 0.5) * 0.12;
      s[i] = scatter;
    }
    const g = new THREE.BufferGeometry();
    g.setAttribute("position", new THREE.BufferAttribute(p, 3));
    g.setAttribute("seed", new THREE.BufferAttribute(s, 1));
    return g;
  }, []);
  React.useEffect(
    () => () => {
      geometry.dispose();
      material.dispose();
    },
    [geometry, material],
  );
  useFrame(({ pointer }, d) => {
    material.uniforms.time.value += Math.min(d, 0.05) * speed;
    material.uniforms.pointer.value.lerp(pointer, 0.04);
  });
  return (
    <points
      geometry={geometry}
      material={material}
      rotation={[0.18, 0, -0.25]}
    />
  );
}
function Surface({ kind, color, speed, imageSrc, text = "FORM" }: SceneProps) {
  const { size, invalidate } = useThree();
  const ref = React.useRef<THREE.Mesh>(null);
  const material = React.useMemo(
    () =>
      new THREE.ShaderMaterial({
        vertexShader: kind === "terrain-relief" ? terrainVertex : screenVertex,
        fragmentShader:
          kind === "orb"
            ? orbFragment
            : kind === "liquid"
              ? liquidFragment
              : kind === "terrain-relief"
                ? terrainReliefFragment
                : kind === "terrain"
                  ? terrainFragment
                  : distortionFragment,
        uniforms: {
          time: { value: 0 },
          aspect: { value: 1 },
          pointer: { value: new THREE.Vector2() },
          tint: { value: new THREE.Color(color) },
          picture: { value: null },
          imageAspect: { value: 1.5 },
        },
        side: THREE.DoubleSide,
      }),
    [kind, color],
  );
  React.useEffect(() => () => material.dispose(), [material]);
  React.useEffect(() => {
    material.uniforms.aspect.value = size.width / Math.max(1, size.height);
    invalidate();
  }, [material, size, invalidate]);
  React.useEffect(() => {
    if (kind !== "distortion") return;
    let cancelled = false;
    const canvas = document.createElement("canvas");
    canvas.width = 900;
    canvas.height = 600;
    const ctx = canvas.getContext("2d")!;
    ctx.fillStyle = "#dadfcf";
    ctx.fillRect(0, 0, 900, 600);
    ctx.fillStyle = "#28352d";
    ctx.font = "bold 190px sans-serif";
    const width = ctx.measureText(text).width;
    ctx.font = `bold ${Math.min(190, (190 * 680) / Math.max(width, 1))}px sans-serif`;
    ctx.fillText(text, 105, 350);
    ctx.fillStyle = "#c36943";
    ctx.fillRect(105, 405, 680, 14);
    let texture: THREE.Texture = new THREE.CanvasTexture(canvas);
    material.uniforms.picture.value = texture;
    invalidate();
    if (imageSrc)
      new THREE.TextureLoader().load(
        imageSrc,
        (t) => {
          if (cancelled) {
            t.dispose();
            return;
          }
          texture.dispose();
          texture = t;
          material.uniforms.picture.value = t;
          material.uniforms.imageAspect.value = t.image.width / t.image.height;
          invalidate();
        },
        undefined,
        () => {
          invalidate();
        },
      );
    return () => {
      cancelled = true;
      texture.dispose();
    };
  }, [kind, imageSrc, text, material, invalidate]);
  useFrame(({ pointer }, d) => {
    material.uniforms.time.value += Math.min(d, 0.05) * speed;
    material.uniforms.pointer.value.lerp(pointer, 0.06);
  });
  return (
    <mesh
      ref={ref}
      material={material}
      rotation={kind === "terrain-relief" ? [-0.75, 0, 0] : [0, 0, 0]}
    >
      {kind === "terrain-relief" ? (
        <planeGeometry
          args={[
            Math.max(14, (size.width / Math.max(size.height, 1)) * 7),
            10,
            280,
            180,
          ]}
        />
      ) : (
        <planeGeometry args={[2, 2]} />
      )}
    </mesh>
  );
}
export function WebGLScene(props: SceneProps) {
  if (
    props.kind === "silk" ||
    props.kind === "eclipse" ||
    props.kind === "tunnel" ||
    props.kind === "constellation"
  )
    return <AtmosphereScene {...props} kind={props.kind} />;
  if (props.kind === "ribbons") return <RibbonScene {...props} />;
  if (props.kind === "particles") return <Field {...props} />;
  return <Surface {...props} />;
}

registry/ui/webgl-ribbons.tsx

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"use client";
import * as React from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";

// The surface and its normal are evaluated together on the GPU. Geometry stays
// immutable; there are no per-frame buffers, React updates, or texture requests.
const vertex = /* glsl */ `
uniform float time;
uniform float aspect;
uniform float strand;
uniform float orbit;
uniform vec2 pointer;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec2 vUv;
vec3 surface(vec2 p) {
  float u = p.x;
  float phase = strand * .19;
  float wave = u * 6.28318 + time * .24 + phase;
  float width = (.16 + .22 * pow(sin(u * 3.14159), 2.)) * (1. + strand * .045);
  float twist = wave * .72 + strand * .32;
  vec3 center = vec3(
    (u - .5) * max(6., aspect * 5.4),
    sin(wave) * .86 + (strand - 3.) * .28,
    cos(wave + strand * .23) * .58
  );
  center.y += sin(u * 3.14159) * pointer.y * .4;
  center.z += sin(u * 3.14159) * pointer.x * .5;
  if (orbit > .5) {
    float angle = u * 6.28318;
    float radius = 1.1 + strand * .12;
    center = vec3(cos(angle) * radius, sin(angle) * radius * .65, sin(angle * 2. + time * .24 + phase) * .55);
    twist = angle * 2. + phase + time * .08;
  }
  return center + vec3(0., cos(twist), sin(twist)) * (p.y - .5) * width;
}
void main() {
  vUv = uv;
  vec3 p = surface(uv);
  vec3 along = surface(uv + vec2(.0005, 0.)) - p;
  vec3 across = surface(uv + vec2(0., .0005)) - p;
  vNormal = normalize(normalMatrix * normalize(cross(along, across)));
  vec4 view = modelViewMatrix * vec4(p, 1.);
  vPosition = view.xyz;
  gl_Position = projectionMatrix * view;
}`;
const fragment = /* glsl */ `
uniform vec3 tint;
uniform float strand;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec2 vUv;
void main() {
  vec3 n = normalize(vNormal) * (gl_FrontFacing ? 1. : -1.);
  vec3 eye = normalize(-vPosition);
  vec3 light = normalize(vec3(-.3, .9, 1.2));
  float diffuse = max(dot(n, light), 0.);
  float rim = pow(1. - abs(dot(n, eye)), 3.);
  float specular = pow(max(dot(n, normalize(light + eye)), 0.), 42.);
  float fold = pow(max(dot(n, normalize(vec3(.4, -.8, .9))), 0.), 8.);
  vec3 base = mix(tint, vec3(.82, .88, .92), mod(strand, 3.) * .19);
  vec3 color = base * (.13 + diffuse * .66) + vec3(.93, .97, 1.) * specular * .8;
  color += base * fold * .25 + vec3(.7, .83, .94) * rim * .28;
  // Fine longitudinal highlights suggest a surface, without a texture asset.
  color *= .97 + .03 * sin(vUv.y * 210.);
  gl_FragColor = vec4(color, 1.);
  #include <tonemapping_fragment>
  #include <colorspace_fragment>
}`;

function Ribbon({
  index,
  color,
  speed,
  orbit,
}: {
  index: number;
  color: string;
  speed: number;
  orbit: boolean;
}) {
  const { size } = useThree();
  const material = React.useMemo(
    () =>
      new THREE.ShaderMaterial({
        vertexShader: vertex,
        fragmentShader: fragment,
        side: THREE.DoubleSide,
        uniforms: {
          time: { value: 0 },
          aspect: { value: 1 },
          strand: { value: index },
          orbit: { value: orbit ? 1 : 0 },
          pointer: { value: new THREE.Vector2() },
          tint: { value: new THREE.Color(color) },
        },
      }),
    [index, orbit, color],
  );
  React.useEffect(() => () => material.dispose(), [material]);
  material.uniforms.aspect.value = size.width / Math.max(size.height, 1);
  useFrame(({ pointer }, delta) => {
    material.uniforms.time.value += Math.min(delta, 0.05) * speed;
    material.uniforms.pointer.value.lerp(pointer, 1 - Math.exp(-delta * 3));
  });
  return (
    <mesh material={material} frustumCulled={false}>
      <planeGeometry args={[1, 1, 192, 6]} />
    </mesh>
  );
}

export function RibbonScene({
  color,
  speed,
  composition,
}: {
  color: string;
  speed: number;
  composition?: "fold" | "orbit";
}) {
  return (
    <group rotation={[0, 0, -0.16]}>
      {Array.from({ length: 7 }, (_, i) => (
        <Ribbon
          key={i}
          index={i}
          color={color}
          speed={speed}
          orbit={composition === "orbit"}
        />
      ))}
    </group>
  );
}

export function RibbonPoster({ color }: { color: string }) {
  const id = React.useId().replaceAll(":", "");
  return (
    <svg
      viewBox="0 0 1200 480"
      preserveAspectRatio="xMidYMid slice"
      className="h-full w-full"
      aria-hidden="true"
    >
      <defs>
        <linearGradient id={id} x1="0" y1="0" x2="1" y2="1">
          <stop stopColor={color} stopOpacity=".3" />
          <stop offset=".45" stopColor={color} />
          <stop offset=".7" stopColor="#e1edf4" />
          <stop offset="1" stopColor={color} stopOpacity=".4" />
        </linearGradient>
      </defs>
      {Array.from({ length: 7 }, (_, i) => (
        <path
          key={i}
          d={`M -100 ${180 + i * 25} C 170 ${-120 + i * 12}, 310 ${570 - i * 14}, 610 ${290 + i * 14} S 960 ${70 + i * 12}, 1320 ${240 + i * 22}`}
          fill="none"
          stroke={`url(#${id})`}
          strokeWidth={12 + i * 2}
        />
      ))}
    </svg>
  );
}

registry/ui/webgl-shaders.ts

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/** Procedural materials for the Jez WebGL scenes. No external textures required. */
export const screenVertex = `varying vec2 uvScreen; void main(){uvScreen=uv;gl_Position=vec4(position.xy,0.,1.);}`;
const common = `
varying vec2 uvScreen; uniform float time; uniform float aspect; uniform vec2 pointer; uniform vec3 tint;
float hash(vec3 p){p=fract(p*.3183099+vec3(.1,.2,.3));p*=17.;return fract(p.x*p.y*p.z*(p.x+p.y+p.z));}
float noise(vec3 p){vec3 i=floor(p),f=fract(p);f=f*f*(3.-2.*f);return mix(mix(mix(hash(i),hash(i+vec3(1,0,0)),f.x),mix(hash(i+vec3(0,1,0)),hash(i+vec3(1,1,0)),f.x),f.y),mix(mix(hash(i+vec3(0,0,1)),hash(i+vec3(1,0,1)),f.x),mix(hash(i+vec3(0,1,1)),hash(i+vec3(1,1,1)),f.x),f.y),f.z);}
float fbm(vec3 p){float v=0.,a=.5;for(int i=0;i<4;i++){v+=noise(p)*a;p=p*2.02+13.1;a*=.5;}return v;}
vec3 studio(vec3 r){float band=pow(max(0.,sin(r.y*5.+r.x*2.)),12.);vec3 c=mix(vec3(.035,.04,.085),vec3(.85,.90,1.),smoothstep(-.3,.9,r.y));c+=vec3(1.,.8,.6)*band*1.2;c+=vec3(.26,.38,.8)*pow(max(0.,r.x),6.);return c;}
`;
export const orbFragment =
  common +
  `
void main(){
vec2 q=(uvScreen-.5)*vec2(aspect,1.)*2.65-pointer*.04;
float radius=.88;float edge=length(q);float aa=fwidth(edge)*1.5;
vec3 bg=vec3(36.,28.,43.)/255.;
float z=sqrt(max(radius*radius-dot(q,q),0.));
vec3 n=normalize(vec3(q,z));
float turn=time*.12;vec3 r=vec3(n.x*cos(turn)+n.z*sin(turn),n.y,-n.x*sin(turn)+n.z*cos(turn));
// Broad moving studio ribbons give the sphere a reflective, pearlescent surface.
vec3 reflected=reflect(vec3(0.,0.,-1.),n);
float sweep=reflected.y*.85+reflected.x*.42+sin(reflected.x*2.8+turn)*.16;
float ribbon=exp(-pow((sweep-.28-sin(turn)*.12)*8.,2.));
float lower=exp(-pow((sweep+.58)*12.,2.));
float iridescence=.5+.5*sin(r.y*5.+r.x*3.+turn);
vec3 metal=mix(tint*.7,vec3(.28,.38,.76),iridescence);
float rim=pow(1.-max(n.z,0.),2.8);
vec3 c=metal*(.22+.6*max(n.y*.5+n.z*.7,0.));
c+=mix(vec3(.68,.76,1.),vec3(1.,.86,.73),iridescence)*ribbon*.95;
c+=tint*lower*.65+vec3(.48,.57,.92)*rim*.48;
float highlight=pow(max(dot(n,normalize(vec3(-.6,.8,1.2))),0.),45.);
c+=vec3(1.,.95,.9)*highlight*.45;
float coverage=1.-smoothstep(radius-aa,radius+aa,edge);
gl_FragColor=vec4(mix(bg,c,coverage),1.);}
`;
export const liquidFragment =
  common +
  `
float water(vec2 p){vec2 c=pointer*vec2(aspect,1.)*.6;float d=length(p-c);return sin(p.x*3.+p.y*2.+time*.45)*.15+sin(p.y*5.-p.x*1.4-time*.3)*.10+sin(d*10.-time*1.3)*exp(-d*2.)*.012;}
void main(){vec2 p=(uvScreen-.5)*vec2(aspect,1.)*3.;float e=.008;float dx=(water(p+vec2(e,0))-water(p-vec2(e,0)))/(2.*e);float dy=(water(p+vec2(0,e))-water(p-vec2(0,e)))/(2.*e);vec3 n=normalize(vec3(-dx,-dy,1.));vec3 r=reflect(normalize(vec3(p*.08,-1.)),n);float line=pow(.5+.5*sin((r.x+r.y)*9.+water(p)*8.),8.);vec3 c=mix(vec3(.055,.075,.17),tint*.65,clamp(r.y*.65+.45,0.,1.));c+=studio(r)*.4;c=mix(c,vec3(.94,.79,.60),line*.25);c*=1.-length(uvScreen-.5)*.3;gl_FragColor=vec4(c/(c+.65),1.);}
`;
export const distortionFragment =
  common +
  `
uniform sampler2D picture; uniform float imageAspect;
void main(){vec2 p=uvScreen;vec2 center=.5+pointer*.5;vec2 delta=(p-center)*vec2(aspect,1.);float d=length(delta);float lens=exp(-d*d*9.);vec2 offset=normalize(delta+vec2(.001))*sin(d*30.-time*1.1)*.018*lens;offset+=vec2(sin(p.y*7.+time*.3),cos(p.x*6.+time*.2))*.004;vec2 cover=vec2(min(1.,aspect/imageAspect),min(1.,imageAspect/aspect));vec2 sampleUv=(p-.5+offset)*cover+.5;float split=.008*lens;vec3 c=vec3(texture2D(picture,sampleUv+vec2(split,0)).r,texture2D(picture,sampleUv).g,texture2D(picture,sampleUv-vec2(split,0)).b);gl_FragColor=vec4(c,1.);}
`;
export const terrainVertex = `varying vec3 vPos;varying float elevation;uniform float time;
float hash(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}float noise(vec2 p){vec2 i=floor(p),f=fract(p);f=f*f*(3.-2.*f);return mix(mix(hash(i),hash(i+vec2(1,0)),f.x),mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x),f.y);}float hills(vec2 p){float v=0.,a=.5;for(int i=0;i<4;i++){v+=a*noise(p);p=p*2.03+3.1;a*=.5;}return v;}
void main(){vec3 p=position;float h=hills(p.xy*.6+vec2(time*.018,0));p.z=pow(h,2.)*2.-.5;elevation=p.z;vPos=p;gl_Position=projectionMatrix*modelViewMatrix*vec4(p,1.);}`;
export const terrainFragment =
  common +
  `
void main(){
vec2 p=(uvScreen-.5)*vec2(aspect,1.)*2.4+pointer*.06;
p+=vec2(time*.018,0.);
float h=sin(p.x*1.4+sin(p.y*1.6))*.35+cos(p.y*1.8-p.x*.3)*.3+sin(p.x*2.9+p.y*2.1)*.12;
float level=h*19.;float width=max(fwidth(level),.008);
float line=1.-smoothstep(width*.4,width*1.3,abs(fract(level)-.5));
float major=1.-smoothstep(width*.5,width*1.5,abs(fract(level/5.)-.5)*5.);
vec3 bg=vec3(20.,34.,30.)/255.;
vec3 c=mix(bg,tint,.035+line*.26+major*.25);
gl_FragColor=vec4(c,1.);}
`;
export const particleVertex = `attribute float seed;varying float brightness;uniform float time;uniform vec2 pointer;void main(){vec3 p=position;float a=time*.06+(length(p.xy))*.17;mat2 r=mat2(cos(a),-sin(a),sin(a),cos(a));p.xy=r*p.xy;p.z+=sin(seed*35.+time*.3)*.08;p.x+=pointer.x*.12;p.y+=pointer.y*.08;vec4 mv=modelViewMatrix*vec4(p,1.);brightness=.45+.55*seed;gl_PointSize=(1.2+seed*1.8)*(4./-mv.z);gl_Position=projectionMatrix*mv;}`;
export const particleFragment = `varying float brightness;uniform vec3 tint;void main(){float d=length(gl_PointCoord-.5);if(d>.5)discard;vec3 c=mix(tint,vec3(.92,.94,1.),brightness*.7);gl_FragColor=vec4(c,(1.-smoothstep(.12,.5,d))*brightness);}`;

/** Relief variant: tessellated terrain, cropped beyond the viewport edges. */
export const terrainReliefFragment = `varying vec3 vPos;varying float elevation;uniform vec3 tint;
void main(){vec3 n=normalize(cross(dFdx(vPos),dFdy(vPos)));
float light=.55+.45*abs(dot(n,normalize(vec3(-.5,.7,1.))));
float level=elevation*18.;float aa=max(fwidth(level),.006);
float ink=1.-smoothstep(aa*.4,aa*1.4,abs(fract(level)-.5));
vec3 c=mix(vec3(.07,.14,.13),tint,clamp(elevation*.65+.1,0.,.7));
c=mix(c,vec3(.78,.84,.58),ink*.46)*light;gl_FragColor=vec4(c,1.);}`;

registry/ui/webgl-atmospheres.tsx

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"use client";
import * as React from "react";
import { useFrame, useThree } from "@react-three/fiber";
import * as THREE from "three";
export type AtmosphereKind = "silk" | "eclipse" | "tunnel" | "constellation";
const fragments: Record<AtmosphereKind, string> = {
  silk: `float v=0.; for(int i=0;i<7;i++){float f=float(i);float y=p.y+.19*sin(p.x*2.8+t*.3+f*.42)+.08*sin(p.x*6.-t*.2);v+=.006/(abs(y-f*.075+.24)+.007);} col=tint*v*.45;`,
  eclipse: `float r=length(p);float a=atan(p.y,p.x);float ring=exp(-abs(r-.49)*55.);float corona=exp(-abs(r-.5)*9.)*.18*(.6+.4*sin(a*9.+t*.25));col=tint*(ring+corona);col+=vec3(1.,.82,.5)*exp(-length(p-vec2(.35,.35))*23.);col*=smoothstep(.455,.48,r);`,
  tunnel: `float r=max(length(p),.015);float a=atan(p.y,p.x);float z=1./r+t*.4;float rings=pow(.5+.5*cos(z*5.),24.);float rays=pow(.5+.5*cos(a*14.+sin(z)*.3),34.);col=tint*(rings*.65+rays*.3)*smoothstep(.03,.35,r)*(.7+.3*sin(a+t*.15));`,
  constellation: `
float aa=2./resolution;
for(int i=0;i<38;i++){
float f=float(i);float y=1.-2.*(f+.5)/38.;float r=sqrt(1.-y*y);
float a=f*2.399963+t*.12;vec3 node=vec3(cos(a)*r,y,sin(a)*r);
vec2 q=(node.xy+vec2(node.z*.2,0.))*.78/(1.-node.z*.18);
float depth=.45+.55*(node.z*.5+.5);float d=length(p-q);
float sparkle=pow(.5+.5*sin(t*1.7+f*2.3),12.);
float pointSize=.004+depth*.003;
col+=tint*(1.-smoothstep(pointSize,pointSize+aa,d))*depth;
col+=tint*exp(-d*65.)*(.09+sparkle*.16)*depth;
if(sparkle>.5){vec2 star=abs(p-q);col+=tint*.25*sparkle*exp(-min(star.x,star.y)*550.-max(star.x,star.y)*85.);}
for(int j=0;j<38;j++){
if(j<=i)continue;float g=float(j);float y2=1.-2.*(g+.5)/38.;float r2=sqrt(1.-y2*y2);
float a2=g*2.399963+t*.12;vec3 node2=vec3(cos(a2)*r2,y2,sin(a2)*r2);
float span=length(node2-node);if(span>.68)continue;
vec2 q2=(node2.xy+vec2(node2.z*.2,0.))*.78/(1.-node2.z*.18);
vec2 ba=q2-q;float h=clamp(dot(p-q,ba)/max(dot(ba,ba),.00001),0.,1.);
float line=1.-smoothstep(0.,aa,length(p-q-ba*h));
float pulse=exp(-pow((h-fract(t*.23+f*.17+g*.11))*18.,2.));
col+=tint*line*(.12+pulse*.65)*depth;
}}
`,
};
export function AtmosphereScene({
  kind,
  color,
  speed,
}: {
  kind: AtmosphereKind;
  color: string;
  speed: number;
}) {
  const { size, invalidate } = useThree();
  const material = React.useMemo(
    () =>
      new THREE.ShaderMaterial({
        vertexShader: `varying vec2 uv0;void main(){uv0=uv;gl_Position=vec4(position.xy,0.,1.);}`,
        fragmentShader: `precision highp float; varying vec2 uv0; uniform float time; uniform float aspect; uniform float resolution; uniform vec3 tint; uniform vec2 pointer;void main(){vec2 p=(uv0-.5)*2.;p.x*=aspect;p-=pointer*.08;float t=time;vec3 col=vec3(.012,.016,.02);${fragments[kind]}gl_FragColor=vec4(col,1.);}`,
        uniforms: {
          time: { value: 0 },
          aspect: { value: 1 },
          resolution: { value: 500 },
          tint: { value: new THREE.Color(color) },
          pointer: { value: new THREE.Vector2() },
        },
      }),
    [kind, color],
  );
  React.useEffect(() => () => material.dispose(), [material]);
  React.useEffect(() => {
    material.uniforms.aspect.value = size.width / Math.max(size.height, 1);
    material.uniforms.resolution.value = Math.max(size.height, 1);
    invalidate();
  }, [material, size, invalidate]);
  useFrame(({ pointer }, delta) => {
    material.uniforms.time.value += Math.min(delta, 0.05) * speed;
    material.uniforms.pointer.value.lerp(pointer, 0.035);
  });
  return (
    <mesh material={material}>
      <planeGeometry args={[2, 2]} />
    </mesh>
  );
}

Dependencies

lucide-react@0.577.0 · radix-ui@1.6.7 · clsx@2.1.1 · tailwind-merge@3.5.0 · @react-three/fiber@9.7.0 · three@0.183.2

Accessibility & behaviour

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