Tailwind Product Card Row with a Photoreal Ceramic Cup, Glass Carafe and Linen Napkins in Window Light

Three shop cards sit in a row, each with a product name, a short detail line, a price and an add to cart button. The picture on each card is not a photo file: it is a stoneware cup, a glass carafe and a pair of folded linen napkins rendered live on a coloured paper sweep, with a low sun through a window behind them laying bar shadows across the paper. The cup has a speckled oat glaze and a bare clay foot, the carafe is traced through every wall of glass it crosses so the paper bends behind it, and the linen shows its weave and soft washing creases. Move the pointer over a card, or tab into it, and the object turns a little on the spot, like a shop assistant turning it toward you. The cards themselves are plain Tailwind markup that stacks into one column on a phone.

Code

import { useEffect, useRef, useState } from "react";
import { useReducedMotion } from "framer-motion";

/** The three products, left to right. `object` picks what the photo shows; `field` is the paper sweep colour behind it (linear RGB). */
const products = [
  { name: "Stoneware cup", detail: "Oat glaze, 240 ml", price: 28, object: 0, field: [0.34, 0.115, 0.06], still: "#9c5a3c", turn: -0.3, alt: "A cream glazed stoneware cup with a loop handle on a terracotta paper sweep in low window light" },
  { name: "Glass carafe", detail: "Mouth-blown, 1 litre", price: 46, object: 1, field: [0.035, 0.1, 0.075], still: "#2f5446", turn: 0.6, alt: "A clear glass carafe with a pinched pouring lip on a deep green paper sweep, throwing a pale shadow" },
  { name: "Linen napkins", detail: "Stonewashed flax, set of two", price: 22, object: 2, field: [0.075, 0.12, 0.19], still: "#4a5f7c", turn: 0.35, alt: "Two folded natural linen napkins stacked on a slate blue paper sweep in window light" },
];

const HOVER_TURN = 0.42; // how far the object turns while the card is hovered or focused, in radians
const CURRENCY = new Intl.NumberFormat("en-US", { style: "currency", currency: "USD", maximumFractionDigits: 0 });
const GROTESK = '"Inter Tight", "Inter", ui-sans-serif, system-ui, sans-serif';

/* ---- photoreal kit (pasted, see PHOTOREAL-KIT.md) ---- */
const FULLSCREEN_VS = `#version 300 es
out vec2 vUv;
void main() { vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2)); vUv = p; gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); }`;
const GLSL_HEADER = `#version 300 es
precision highp float;
uniform vec2 uRes;      // drawing buffer size in pixels
uniform float uFrame;   // sample index since the last reset (drives every random number)
uniform float uTime;    // seconds, for things that really move
uniform vec3 uCamPos, uCamRt, uCamUp, uCamFw;
uniform float uTan, uAspect, uAperture, uFocus;
uniform vec2 uShift;    // lens shift (architectural framing): move the subject in frame without tilting verticals
out vec4 o;`;
const GLSL_COMMON = `
#define PI 3.14159265359
float saturate(float x) { return clamp(x, 0.0, 1.0); }
float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
float hash13(vec3 p3) { p3 = fract(p3 * 0.1031); p3 += dot(p3, p3.zyx + 31.32); return fract((p3.x + p3.y) * p3.z); }
float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); }
float vnoise(vec2 p) {
  vec2 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
  return mix(mix(hash12(i), hash12(i + vec2(1, 0)), f.x), mix(hash12(i + vec2(0, 1)), hash12(i + vec2(1, 1)), f.x), f.y);
}
float vnoise3(vec3 p) {
  vec3 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
  return mix(mix(mix(hash13(i), hash13(i + vec3(1, 0, 0)), f.x), mix(hash13(i + vec3(0, 1, 0)), hash13(i + vec3(1, 1, 0)), f.x), f.y),
             mix(mix(hash13(i + vec3(0, 0, 1)), hash13(i + vec3(1, 0, 1)), f.x), mix(hash13(i + vec3(0, 1, 1)), hash13(i + vec3(1, 1, 1)), f.x), f.y), f.z);
}
float fbm(vec2 p) { float a = 0.5, s = 0.0; for (int i = 0; i < 5; i++) { s += a * vnoise(p); p = mat2(1.6, 1.2, -1.2, 1.6) * p + 3.1; a *= 0.5; } return s; }
float fbm3(vec3 p) { float a = 0.5, s = 0.0; for (int i = 0; i < 4; i++) { s += a * vnoise3(p); p = p * 2.03 + vec3(1.7, 9.2, 3.1); a *= 0.5; } return s; }
// Clamp one sample before it is averaged: a single lucky glossy ray hitting the window would otherwise leave
// a bright speck ("firefly") that takes hundreds of frames to fade. Call on the final colour in main().
vec3 clampSample(vec3 c, float m) { float l = max(c.r, max(c.g, c.b)); return l > m ? c * (m / l) : c; }
// A new well-spread 2D random point per pixel AND per frame: the R2 low-discrepancy sequence over frames,
// rotated by a per-pixel white-noise offset (structured offsets such as ign() show diagonal hatching while moving).
// Use a different salt for every decision (pixel jitter, lens, sun disc, gloss...). Accumulation averages them.
vec2 rand2(float salt) {
  vec2 f = gl_FragCoord.xy + salt * 17.13;
  return fract(vec2(hash12(f), hash12(f + 71.7)) + uFrame * vec2(0.7548776662, 0.5698402910));
}`;
const GLSL_SAMPLING = `
mat3 basisOf(vec3 n) { vec3 t = abs(n.y) < 0.999 ? normalize(cross(vec3(0.0, 1.0, 0.0), n)) : vec3(1.0, 0.0, 0.0); return mat3(t, cross(n, t), n); }
vec2 diskSample(vec2 u) { float r = sqrt(u.x), a = 6.2831853 * u.y; return r * vec2(cos(a), sin(a)); }
vec3 cosineSample(vec3 n, vec2 u) { vec2 d = diskSample(u); return basisOf(n) * vec3(d, sqrt(max(0.0, 1.0 - dot(d, d)))); }
// a microfacet normal from the GGX distribution: reflect about it for a rough reflection, refract through it for frosted glass
vec3 ggxSample(vec3 n, float rough, vec2 u) {
  float a = rough * rough;
  float ct = sqrt((1.0 - u.x) / (1.0 + (a * a - 1.0) * u.x)), st = sqrt(max(0.0, 1.0 - ct * ct)), ph = 6.2831853 * u.y;
  return normalize(basisOf(n) * vec3(st * cos(ph), st * sin(ph), ct));
}`;
const GLSL_CAMERA = `
// Thin-lens camera. Sub-pixel jitter = supersampling; a random point on the lens = true depth of field.
// uAperture is the lens radius in scene units (0 = pinhole). uFocus is the distance along the view axis that is sharp.
void cameraRay(out vec3 ro, out vec3 rd) {
  vec2 px = rand2(1.0) - 0.5;
  vec2 ndc = (gl_FragCoord.xy + px) / uRes * 2.0 - 1.0 - uShift;
  vec3 dir = normalize(uCamFw + uCamRt * (ndc.x * uTan * uAspect) + uCamUp * (ndc.y * uTan));
  vec3 fp = uCamPos + dir * (uFocus / dot(dir, uCamFw));
  vec2 lens = diskSample(rand2(2.0)) * uAperture;
  ro = uCamPos + uCamRt * lens.x + uCamUp * lens.y;
  rd = normalize(fp - ro);
}`;
// the light rig, edited for this scene: a tall window behind and to the left, so shadows fall toward the camera
const GLSL_RIG_SETTINGS = `
const vec3 KEY_DIR = normalize(vec3(-0.55, 0.62, -0.56));
const vec3 KEY_COL = vec3(1.0, 0.84, 0.66) * 3.0;
const float KEY_SPREAD = 0.006;
const float WIN_DIST = 160.0;
const vec2 WIN_HALF = vec2(13.0, 24.0);
const vec2 WIN_OFF = vec2(-2.0, -4.0);
const float BAR = 0.8;
const float BAR_Y = 5.0;
const vec3 SKY_COL = vec3(0.60, 0.67, 0.78) * 0.2;
const vec3 FILL_DIR = normalize(vec3(0.35, 0.4, 1.0));
const vec3 FILL_COL = vec3(1.0, 0.95, 0.88) * 0.15;
const vec3 CEIL_COL = vec3(0.95, 0.9, 0.84) * 0.5;`;
const GLSL_LIGHT_RIG = `
// the window opening with one vertical bar and one transom, in window-plane units
float paneMask(vec2 q, float pen) {
  vec2 e = WIN_HALF - abs(q);
  float open = smoothstep(-pen, pen, e.x) * smoothstep(-pen, pen, e.y);
  float bars = smoothstep(-pen, pen, abs(q.x) - BAR) * smoothstep(-pen, pen, abs(q.y - BAR_Y) - BAR);
  return open * bars;
}
// The gobo: how much of the window a point sees along KEY_DIR. This is what makes light look like it came
// from a real room instead of a CG directional light: a pool with straight edges and bar shadows.
float keyGobo(vec3 p) {
  mat3 B = basisOf(KEY_DIR);
  vec2 q = vec2(dot(p, B[0]), dot(p, B[1])) - WIN_OFF;
  float d = max(WIN_DIST - dot(p, KEY_DIR), 1.0);
  return paneMask(q, 0.25 + d * KEY_SPREAD);
}
// What a mirror sees. The window appears as a bright shape with bars: that shape in every reflection is the
// single strongest "this is a photograph" cue. Everything else is dark so reflections have contrast.
// envStudioRough: the same room seen in a ROUGH surface. Instead of firing random glossy rays at a small, very
// bright window (the source of sand-like speckle and sparkling metal), the window and card are blurred
// analytically by the roughness. Deterministic: zero noise, converges in one frame.
vec3 envStudioRough(vec3 rd, float rough) {
  float a = rough * rough;                       // GGX alpha: roughly the angular blur in radians
  vec3 c = mix(vec3(0.028, 0.025, 0.022), CEIL_COL, smoothstep(0.1 - a, 0.95 + a, rd.y));
  c = mix(c, vec3(0.09, 0.075, 0.06), smoothstep(0.0, -0.5 - a, rd.y));
  float k = dot(rd, KEY_DIR);
  if (k > 0.0) {
    mat3 B = basisOf(KEY_DIR);
    vec2 q = vec2(dot(rd, B[0]), dot(rd, B[1])) / k * WIN_DIST - WIN_OFF;
    float pen = 1.2 + a * WIN_DIST;
    // a blurred window spreads the same light over a larger area: keep its energy, so the peak drops
    float spread = (WIN_HALF.x * WIN_HALF.y) / ((WIN_HALF.x + pen) * (WIN_HALF.y + pen));
    c += vec3(1.0, 0.96, 0.9) * 26.0 * paneMask(q, pen) * mix(1.0, spread, saturate(a * 4.0));
  }
  float f = dot(rd, FILL_DIR);
  if (f > 0.0) {
    mat3 B = basisOf(FILL_DIR);
    vec2 e = vec2(0.6, 0.36) - abs(vec2(dot(rd, B[0]), dot(rd, B[1])) / f);
    float w = 0.18 + a;
    c += FILL_COL * 7.0 * smoothstep(-w, w, e.x) * smoothstep(-w, w, e.y);
  }
  return c;
}
vec3 envStudio(vec3 rd) { return envStudioRough(rd, 0.0); }`;
const GLSL_MATERIALS = `
// q = position in the object's own frame, in CENTIMETRES (scale noise accordingly if your units differ).
// n = geometric normal. Every material returns a perturbed normal: real surfaces are never perfect.
struct Mat { vec3 albedo; float rough; float metal; float coat; vec3 n; };
Mat mk(vec3 a, float r, float m, float c, vec3 n) { Mat x; x.albedo = a; x.rough = r; x.metal = m; x.coat = c; x.n = n; return x; }

// Metals: these are reflectance (F0) colours in linear light, not paint colours.
const vec3 BRASS = vec3(0.88, 0.69, 0.37);
const vec3 GOLD = vec3(1.0, 0.76, 0.33);
const vec3 STEEL = vec3(0.56, 0.56, 0.54);
const vec3 ALUMINIUM = vec3(0.91, 0.92, 0.92);
const vec3 COPPER = vec3(0.95, 0.62, 0.50);

// Brushed: fine parallel scratches along axis. Tilting the normal ACROSS the brushing stretches highlights
// across it, which is how brushed metal really looks.
Mat matBrushed(vec3 q, vec3 n, vec3 f0, vec3 axis) {
  vec3 b = normalize(cross(n, axis) + 1e-4);
  float a = dot(q, axis), c = dot(q, b);
  float s = 0.6 * vnoise(vec2(a * 0.5, c * 240.0)) + 0.4 * vnoise(vec2(a * 0.1, c * 700.0));
  return mk(f0 * (0.96 + 0.04 * s), 0.24 + 0.04 * s, 1.0, 0.0, normalize(n + b * (s - 0.5) * 0.012));
}
// Polished: near mirror, with faint handling haze in patches (no real polished object is uniform).
Mat matPolished(vec3 q, vec3 n, vec3 f0) {
  float h = fbm(q.xz * 0.9 + q.y);
  return mk(f0, 0.04 + 0.09 * smoothstep(0.45, 0.75, h), 1.0, 0.0, n);
}
// Glazed ceramic: coloured body under a glass coat; glaze pools and thins, a few pinholes, gentle waviness.
Mat matCeramic(vec3 q, vec3 n, vec3 glaze) {
  float pool = fbm(q.xz * 0.6 + q.y * 0.4);
  float pin = step(0.996, hash13(floor(q * 22.0)));
  vec3 w = vec3(fbm(q.xy * 1.3) - 0.5, 0.0, fbm(q.zy * 1.3 + 4.0) - 0.5);
  return mk(glaze * (0.78 + 0.4 * pool) * (1.0 - 0.6 * pin), 0.35, 0.0, 1.0, normalize(n + w * 0.025));
}
// Matte paper or card: fibres, never flat white.
Mat matPaper(vec3 q, vec3 n, vec3 tint) {
  float f = fbm(q.xz * 9.0) * 0.6 + vnoise(q.xz * 60.0) * 0.4;
  return mk(tint * (0.93 + 0.08 * f), 0.88, 0.0, 0.0, normalize(n + vec3(f - 0.5, 0.0, f - 0.5) * 0.02));
}
// Linen: plain weave with slubs (thicker uneven threads), about 18 threads per cm.
Mat matLinen(vec3 q, vec3 n, vec3 tint) {
  vec2 u = q.xz * 18.0;
  float wx = 0.5 + 0.5 * sin(u.x * PI), wy = 0.5 + 0.5 * sin(u.y * PI);
  float over = mod(floor(u.x) + floor(u.y), 2.0);
  float th = mix(wx, wy, over);
  float slub = vnoise(vec2(floor(u.x) * 3.1, u.y * 0.08)) * vnoise(vec2(u.x * 0.08, floor(u.y) * 2.7));
  vec3 a = tint * (0.8 + 0.2 * th) * (0.92 + 0.16 * slub);
  return mk(a, 0.9, 0.0, 0.0, normalize(n + vec3(cos(u.x * PI) * (1.0 - over), 0.0, cos(u.y * PI) * over) * 0.08));
}
// Plaster / limewash: broad trowel clouds and fine pores.
Mat matPlaster(vec3 q, vec3 n, vec3 tint) {
  float c = fbm(q.xy * 0.18 + q.z * 0.1), p = vnoise(q.xy * 35.0 + q.z);
  return mk(tint * (0.86 + 0.22 * c) * (0.97 + 0.04 * p), 0.92, 0.0, 0.0, normalize(n + vec3(p - 0.5, c - 0.5, 0.0) * 0.03));
}
// Honed travertine: cream with soft bands along one direction and long shallow pits.
Mat matTravertine(vec3 q, vec3 n) {
  float band = fbm(vec2(q.z * 0.35 + fbm(q.xz * 0.08) * 2.0, q.x * 0.03));
  vec3 a = mix(vec3(0.66, 0.58, 0.47), vec3(0.78, 0.71, 0.6), band);
  float pitN = vnoise(vec2(q.x * 1.6, q.z * 9.0) + 7.0) * vnoise(vec2(q.x * 0.5, q.z * 3.0));
  float pit = smoothstep(0.5, 0.58, pitN);
  a = mix(a, vec3(0.52, 0.44, 0.34), pit * 0.3);
  a *= 0.96 + 0.08 * vnoise(q.xz * 30.0);
  return mk(a, mix(0.42, 0.9, pit), 0.0, 0.0, normalize(n + vec3(0.0, 0.0, pit * 0.08)));
}
// Marble: soft warped veins, polished.
Mat matMarble(vec3 q, vec3 n, vec3 base, vec3 vein) {
  // thin veins that wander but do not curl: low warp, a main vein family and a fainter hairline family
  float w = fbm3(q * 0.15) * 3.2;
  float v = 1.0 - smoothstep(0.0, 0.05, abs(sin(q.x * 0.35 + q.z * 0.18 + w)));
  float hair = 1.0 - smoothstep(0.0, 0.03, abs(sin(q.x * 0.9 - q.z * 0.6 + w * 1.7)));
  vec3 a = mix(base, vein, v * 0.6 + hair * 0.2) * (0.96 + 0.08 * fbm(q.xz * 1.5));
  return mk(a, 0.12, 0.0, 0.6, n);
}
// Wood, grain running along x. Photographic wood is LOW contrast: rings within 25% brightness, not stripes.
const vec3 OAK_LIGHT = vec3(0.52, 0.36, 0.20), OAK_DARK = vec3(0.36, 0.23, 0.12);
const vec3 WALNUT_LIGHT = vec3(0.20, 0.11, 0.06), WALNUT_DARK = vec3(0.11, 0.055, 0.03);
Mat matWood(vec3 q, vec3 n, vec3 light, vec3 dark, float pores) {
  float r = length(q.yz + vec2(9.0, 4.0)) * 3.2 + fbm3(q * vec3(0.05, 0.7, 0.7)) * 3.0;
  float ring = smoothstep(0.4, 0.95, fract(r));
  float streak = vnoise(vec2(q.x * 0.05, q.z * 11.0 + q.y * 11.0)) * 0.6 + vnoise(vec2(q.x * 0.2, q.z * 40.0)) * 0.4;
  vec3 a = mix(light, dark, ring * 0.3 + streak * 0.35);
  float pore = smoothstep(0.78, 0.86, vnoise(vec2(q.x * 1.4, (q.z + q.y) * 55.0))) * pores;
  a *= 1.0 - pore * 0.35;
  return mk(a, 0.45 + 0.2 * pore, 0.0, 0.35, normalize(n + vec3(0.0, 0.0, (streak - 0.5) * 0.03)));
}

// Dielectrics (glass, acrylic, resin). You trace the refracted ray yourself; these do the physics around it.
float fresnelD(float c, float ior) { float r = (1.0 - ior) / (1.0 + ior); r *= r; return r + (1.0 - r) * pow(1.0 - saturate(c), 5.0); }
// Light lost to the colour of the body over a path of length len. absorb is per unit length per channel:
// clear soda glass vec3(0.05, 0.012, 0.03) per cm (green edges); resin uses strong values for deep colour.
vec3 beer(vec3 absorb, float len) { return exp(-absorb * len); }`;
const GLSL_SDF = `
float sdRoundBox(vec3 p, vec3 b, float r) { vec3 q = abs(p) - b + r; return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - r; }
float smax(float a, float b, float k) { float h = max(k - abs(a - b), 0.0); return max(a, b) + h * h * 0.25 / k; }
float smin(float a, float b, float k) { float h = max(k - abs(a - b), 0.0); return min(a, b) - h * h * 0.25 / k; }
// ray vs box centred at the origin: (t near, t far)
vec2 boxI(vec3 ro, vec3 rd, vec3 b) {
  rd = mix(rd, vec3(1e-5), lessThan(abs(rd), vec3(1e-5)));
  vec3 m = 1.0 / rd, n = m * ro, k = abs(m) * b;
  vec3 t1 = -n - k, t2 = -n + k;
  return vec2(max(max(t1.x, t1.y), t1.z), min(min(t2.x, t2.y), t2.z));
}
vec3 boxFaceNormal(vec3 p, vec3 b) { vec3 d = abs(p) / b; return d.x > d.y && d.x > d.z ? vec3(sign(p.x), 0, 0) : d.y > d.z ? vec3(0, sign(p.y), 0) : vec3(0, 0, sign(p.z)); }`;
const GLSL_SHADOW_AO = `
// needs: const float SCENE_TOP, AO_RADIUS; float map(vec3); float mapShadow(vec3); vec3 lightFilter(vec3 p, vec3 l)
// Deterministic penumbra (no random sun points: random shadow rays are the main source of floor speckle).
// SHADOW_SOFT is the penumbra angle in radians: sun-sharp is ~0.01, overcast-soft ~0.08.
const float SHADOW_SOFT = 0.03;
float softShadow(vec3 ro, vec3 rd, float tmin, float tmax) {
  float res = 1.0, t = tmin, ph = 1e10;
  for (int i = 0; i < 48; i++) {
    vec3 p = ro + rd * t;
    if (p.y > SCENE_TOP && rd.y > 0.0) break;
    float h = mapShadow(p);
    if (h < 0.0004) return 0.0;
    float y = h * h / (2.0 * ph), d = sqrt(max(h * h - y * y, 0.0));
    res = min(res, d / (SHADOW_SOFT * max(1e-3, t - y)));
    ph = h;
    t += clamp(h, 0.01, 3.0);
    if (t > tmax) break;
  }
  res = saturate(res);
  return res * res * (3.0 - 2.0 * res);
}
vec3 shadowCol(vec3 ro, vec3 rd) { return softShadow(ro, rd, 0.01, 200.0) * lightFilter(ro, rd); }
float calcAO(vec3 p, vec3 n) {
  float occ = 0.0, s = 1.0;
  for (int i = 0; i < 5; i++) { float h = AO_RADIUS * (0.06 + 0.94 * float(i) / 4.0); occ += (h - map(p + n * h)) * s; s *= 0.72; }
  return saturate(1.0 - 1.4 * occ / AO_RADIUS);
}
vec3 calcNormal(vec3 p, float e) {
  vec2 k = vec2(1.0, -1.0);
  return normalize(k.xyy * map(p + k.xyy * e) + k.yyx * map(p + k.yyx * e) + k.yxy * map(p + k.yxy * e) + k.xxx * map(p + k.xxx * e));
}`;
const GLSL_LIGHTING = `
// One opaque surface under the rig. Diffuse from the key (through the window gobo, with smooth analytic
// shadows), cool sky and the card; specular reflects the room along the mirror direction with the window
// pre-blurred by roughness (envStudioRough). Everything here is deterministic, so it adds NO per-frame noise:
// accumulation only has to clean up edges, depth of field and any glass you trace yourself.
// coat adds a sharp glaze/lacquer layer.
vec3 litOpaque(vec3 p, vec3 v, Mat m, float ao) {
  vec3 n = m.n;
  float NoV = max(dot(n, v), 1e-3);
  vec3 L = KEY_DIR;
  float NoL = max(dot(n, L), 0.0);
  vec3 sun = NoL > 0.0 ? KEY_COL * NoL * keyGobo(p) * shadowCol(p + n * 0.015, L) : vec3(0.0);
  vec3 f0 = mix(vec3(0.04), m.albedo, m.metal);
  vec3 F = f0 + (1.0 - f0) * pow(1.0 - NoV, 5.0);
  vec3 amb = SKY_COL * (0.55 + 0.45 * n.y) + FILL_COL * 1.6 * max(dot(n, FILL_DIR) + 0.25, 0.0);
  vec3 col = (1.0 - F) * (1.0 - m.metal) * m.albedo * (sun + amb * ao);
  vec3 r = reflect(-v, n);
  // rough surfaces lose some of the grazing Fresnel boost
  vec3 Fr = f0 + (max(vec3(1.0 - m.rough), f0) - f0) * pow(1.0 - NoV, 5.0);
  col += Fr * envStudioRough(r, m.rough) * mix(vec3(1.0), shadowCol(p + n * 0.015, r), 1.0 - m.rough * 0.6) * mix(1.0, ao, 0.6);
  if (m.coat > 0.0) {
    vec3 rc = reflect(-v, n);
    float Fc = (0.04 + 0.96 * pow(1.0 - NoV, 5.0)) * m.coat;
    col = col * (1.0 - Fc) + Fc * envStudio(rc) * shadowCol(p + n * 0.015, rc);
  }
  return col;
}
// Light that a lit translucent body gives off from inside (resin, wax, jade, frosted acrylic).
vec3 subsurface(vec3 p, vec3 n, vec3 scatterCol, float strength) {
  return scatterCol * strength * (KEY_COL * keyGobo(p) * (0.35 + 0.65 * max(dot(n, KEY_DIR), 0.0)) + SKY_COL);
}`;
const OUTPUT_FS = `#version 300 es
precision highp float;
uniform sampler2D uAccum;
uniform vec2 uPx;
uniform float uExposure, uGrain, uVignette, uSeed, uHalation;
in vec2 vUv;
out vec4 o;
float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); }
float hash(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
// ACES filmic fit: highlights roll off instead of clipping, which is most of the "camera" look
vec3 aces(vec3 x) { return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0); }
void main() {
  vec3 c = texture(uAccum, vUv).rgb;
  // halation: the brightest highlights bleed a warm glow, like light scattering in film
  vec3 g = vec3(0.0);
  float rot = 6.2831853 * ign(gl_FragCoord.xy);
  for (int k = 0; k < 12; k++) {
    float a = float(k) * 2.39996 + rot, r = 2.0 + 24.0 * sqrt(float(k) / 12.0);
    g += max(texture(uAccum, vUv + vec2(cos(a), sin(a)) * r * uPx).rgb - 2.0, 0.0);
  }
  c += g / 12.0 * vec3(0.42, 0.3, 0.22) * uHalation;
  c = aces(c * uExposure);
  vec2 q = vUv - 0.5;
  c *= 1.0 - uVignette * dot(q, q) * 2.0;
  c = pow(c, vec3(1.0 / 2.2));
  // grain lives in the midtones, never in pure black or white
  float l = dot(c, vec3(0.299, 0.587, 0.114));
  // static grain (it does not crawl), meant to be barely visible: default amplitude 0.012
  c += (hash(gl_FragCoord.xy + uSeed) - 0.5) * uGrain * (0.25 + 3.0 * l * (1.0 - l));
  o = vec4(c, 1.0);
}`;
type Vec3 = [number, number, number];
type Camera = { pos: Vec3; rt: Vec3; up: Vec3; fw: Vec3; tan: number; aspect: number; shift: [number, number]; aperture: number; focus: number };
const sub = (a: Vec3, b: Vec3): Vec3 => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
const dot = (a: Vec3, b: Vec3) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const norm = (a: Vec3): Vec3 => { const l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; };
const cross = (a: Vec3, b: Vec3): Vec3 => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
function lookAt(pos: Vec3, target: Vec3, fovYdeg: number, aspect: number, aperture = 0, shift: [number, number] = [0, 0]): Camera {
  const fw = norm(sub(target, pos));
  const rt = norm(cross(fw, [0, 1, 0]));
  const up = cross(rt, fw);
  return { pos, rt, up, fw, tan: Math.tan((fovYdeg * Math.PI) / 360), aspect, shift, aperture, focus: Math.hypot(...sub(target, pos)) };
}
function compileProgram(gl: WebGL2RenderingContext, vs: string, fs: string) {
  const p = gl.createProgram()!;
  for (const [type, src] of [[gl.VERTEX_SHADER, vs], [gl.FRAGMENT_SHADER, fs]] as const) {
    const s = gl.createShader(type)!;
    gl.shaderSource(s, src);
    gl.compileShader(s);
    if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || "shader");
    gl.attachShader(p, s);
  }
  gl.linkProgram(p);
  if (!gl.getProgramParameter(p, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(p) || "link");
  return p;
}
type StageOptions = {
  canvas: HTMLCanvasElement;
  wrap: HTMLElement;
  /** full fragment shader: GLSL_HEADER + chunks + your scene. Writes linear HDR to `o`. */
  sceneFS: string;
  /** called once per CSS resize, before drawing: build your camera here and return it */
  camera: (cssW: number, cssH: number) => Camera;
  /** your uniforms, every rendered frame (program is in use) */
  uniforms?: (gl: WebGL2RenderingContext, loc: (name: string) => WebGLUniformLocation | null, t: number) => void;
  /** advance your simulation; return true while anything visible is still moving */
  step?: (dt: number, t: number) => boolean;
  /** samples per pixel when at rest (then drawing stops). Default 128; never below 96 */
  samples?: number;
  /** blend weight of each new frame while moving: 0.25 (default) keeps ~4 frames of history; raise for fast motion */
  motionBlend?: number;
  maxPixels?: number; // cap on drawing buffer pixels, default 2.2e6
  maxDpr?: number; // default 2
  exposure?: number; grain?: number; vignette?: number; halation?: number;
  onFail?: () => void; // WebGL 2 missing, shader error or context lost: show your CSS still
};
function createPhotoStage(o: StageOptions) {
  const { canvas, wrap } = o;
  const fail = () => { o.onFail?.(); return null; };
  const gl = canvas.getContext("webgl2", { antialias: false, alpha: false, depth: false, powerPreference: "high-performance" });
  if (!gl) return fail();
  const float = !!gl.getExtension("EXT_color_buffer_float");
  let scene: WebGLProgram, out: WebGLProgram;
  try {
    scene = compileProgram(gl, FULLSCREEN_VS, o.sceneFS);
    out = compileProgram(gl, FULLSCREEN_VS, OUTPUT_FS);
  } catch (e) {
    console.error(e);
    return fail();
  }
  const SAMPLES = o.samples ?? 128;
  const MOTION = o.motionBlend ?? 0.25;
  let frameNo = 0;
  const maxPixels = o.maxPixels ?? 2.2e6;
  let scale = Math.min(window.devicePixelRatio || 1, o.maxDpr ?? 2);
  const vao = gl.createVertexArray();
  const fbo = gl.createFramebuffer();
  const tex = gl.createTexture();
  const locS = new Map<string, WebGLUniformLocation | null>();
  const loc = (n: string) => { if (!locS.has(n)) locS.set(n, gl.getUniformLocation(scene, n)); return locS.get(n)!; };
  const locO = (n: string) => gl.getUniformLocation(out, n);
  let W = 0, H = 0, cssW = 1, cssH = 1, n = 0, cam: Camera | null = null;

  const resize = () => {
    cssW = Math.max(1, wrap.clientWidth); cssH = Math.max(1, wrap.clientHeight);
    let k = scale;
    if (cssW * cssH * k * k > maxPixels) k = Math.sqrt(maxPixels / (cssW * cssH));
    cam = o.camera(cssW, cssH);
    n = 0;
    const w = Math.max(2, Math.round(cssW * k)), h = Math.max(2, Math.round(cssH * k));
    if (w === W && h === H) return;
    W = w; H = h; canvas.width = W; canvas.height = H;
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texImage2D(gl.TEXTURE_2D, 0, float ? gl.RGBA16F : gl.RGBA8, W, H, 0, gl.RGBA, float ? gl.HALF_FLOAT : gl.UNSIGNED_BYTE, null);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
  };

  const draw = (t: number, moving: boolean) => {
    const c = cam!;
    gl.bindVertexArray(vao);
    gl.viewport(0, 0, W, H);
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.useProgram(scene);
    gl.uniform2f(loc("uRes"), W, H);
    gl.uniform1f(loc("uFrame"), frameNo++); // never repeats, so moving frames keep exploring new samples
    gl.uniform1f(loc("uTime"), t);
    gl.uniform3fv(loc("uCamPos"), c.pos); gl.uniform3fv(loc("uCamRt"), c.rt); gl.uniform3fv(loc("uCamUp"), c.up); gl.uniform3fv(loc("uCamFw"), c.fw);
    gl.uniform1f(loc("uTan"), c.tan); gl.uniform1f(loc("uAspect"), c.aspect); gl.uniform1f(loc("uAperture"), c.aperture); gl.uniform1f(loc("uFocus"), c.focus);
    gl.uniform2fv(loc("uShift"), c.shift);
    o.uniforms?.(gl, loc, t);
    // blend the new jittered frame into the running average: alpha 1/(n+1) is an exact mean;
    // while moving keep a SHORT history instead of restarting: alpha 0.25 is about 4 frames (a touch of motion
    // blur, no speckle). When it stops, carry on averaging from there: n continues at 1/MOTION samples.
    const alpha = moving ? MOTION : 1 / (n + 1);
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.CONSTANT_ALPHA, gl.ONE_MINUS_CONSTANT_ALPHA);
    gl.blendColor(0, 0, 0, n === 0 ? 1 : alpha);
    gl.drawArrays(gl.TRIANGLES, 0, 3);
    gl.disable(gl.BLEND);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.useProgram(out);
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.uniform1i(locO("uAccum"), 0);
    gl.uniform2f(locO("uPx"), 1 / W, 1 / H);
    gl.uniform1f(locO("uExposure"), o.exposure ?? 1);
    gl.uniform1f(locO("uGrain"), o.grain ?? 0.012);
    gl.uniform1f(locO("uVignette"), o.vignette ?? 0.35);
    gl.uniform1f(locO("uHalation"), o.halation ?? 0.6);
    gl.uniform1f(locO("uSeed"), 0);
    gl.drawArrays(gl.TRIANGLES, 0, 3);
    n = moving ? Math.round(1 / MOTION) : n + 1;
  };

  resize();
  const ro = new ResizeObserver(resize);
  ro.observe(wrap);

  let raf = 0, last = performance.now(), slow = 0, onScreen = true, dead = false;
  const t0 = last;
  const tick = (now: number) => {
    raf = 0;
    const real = now - last;
    last = now;
    const dt = Math.min(real / 1000, 0.05);
    const t = (now - t0) / 1000;
    const moving = o.step ? o.step(dt, t) : false;
    if (moving || n < SAMPLES) {
      if (moving) {
        // measure, do not guess: if moving frames run long, draw fewer pixels
        slow = slow * 0.9 + (real > 28 ? 0.1 : 0);
        if (slow > 0.55 && scale > 0.45) { scale *= 0.85; slow = 0; W = 0; resize(); }
      }
      draw(t, moving);
    }
    if (onScreen && !document.hidden) raf = requestAnimationFrame(tick);
  };
  const wake = () => { if (!raf && !dead && onScreen && !document.hidden) { last = performance.now(); raf = requestAnimationFrame(tick); } };
  const io = new IntersectionObserver(([e]) => { onScreen = e.isIntersecting; wake(); });
  io.observe(wrap);
  document.addEventListener("visibilitychange", wake);
  const lost = (e: Event) => { e.preventDefault(); dead = true; o.onFail?.(); };
  canvas.addEventListener("webglcontextlost", lost);
  wake();

  return {
    /** something changed that is not animated (theme, text, reduced-motion snap): restart accumulation */
    invalidate() { n = 0; wake(); },
    /** call after step() starts moving from rest (input), so the loop is running */
    wake,
    camera: () => cam!,
    size: () => [cssW, cssH] as const,
    dispose() {
      dead = true;
      cancelAnimationFrame(raf);
      ro.disconnect(); io.disconnect();
      document.removeEventListener("visibilitychange", wake);
      canvas.removeEventListener("webglcontextlost", lost);
      gl.getExtension("WEBGL_lose_context")?.loseContext();
    },
  };
}
function springStep(s: { x: number; v: number }, target: number, dt: number, k = 900, damping = 38) {
  const sub = Math.max(1, Math.ceil(dt / 0.004));
  for (let i = 0; i < sub; i++) {
    const h = dt / sub;
    s.v += (k * (target - s.x) - damping * s.v) * h;
    s.x += s.v * h;
  }
  if (Math.abs(s.v) < 0.02 && Math.abs(target - s.x) < 0.002) { s.x = target; s.v = 0; return false; }
  return true;
}
const STILL_GRAIN =
  "url(\"data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='160' height='160'><filter id='n'><feTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='2' stitchTiles='stitch'/><feColorMatrix values='0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0.9 0'/></filter><rect width='100%' height='100%' filter='url(%23n)'/></svg>\")";
function stillWindowLight(warm = "255,236,205") {
  return {
    background: `linear-gradient(115deg, transparent 18%, rgba(${warm},0.55) 30%, rgba(${warm},0.55) 47%, transparent 48.5%, transparent 50%, rgba(${warm},0.5) 51.5%, rgba(${warm},0.45) 70%, transparent 82%)`,
    filter: "blur(6px)",
    mixBlendMode: "soft-light" as const,
  };
}
/* ---- end of kit ---- */

// The scene, in centimetres: one object standing on a seamless paper sweep that curves up into a wall behind it.
const SCENE = `
const float SCENE_TOP = 80.0;
const float AO_RADIUS = 1.6;
uniform int uObj;        // 0 cup, 1 carafe, 2 napkins
uniform float uRot;      // turn about the vertical axis
uniform vec3 uField;     // paper sweep colour
const vec3 GLASS_ABS = vec3(0.05, 0.012, 0.03);

vec3 toObj(vec3 p) { float c = cos(uRot), s = sin(uRot); return vec3(c * p.x + s * p.z, p.y, -s * p.x + c * p.z); }
float sdRect(vec2 p, vec2 b, float r) { vec2 d = abs(p) - b + r; return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - r; }

float sdSweep(vec3 p) {
  const float ZC = -16.0, R = 16.0;
  vec2 q = vec2(p.z - ZC, p.y - R);
  if (q.x > 0.0) return p.y;
  if (q.y > 0.0) return p.z - (ZC - R);
  return R - length(q);
}
float sdCup(vec3 p) {
  float r = length(p.xz);
  float rr = r - 0.04 * p.y;                         // walls flare a little toward the rim
  float outer = sdRect(vec2(rr, p.y - 4.3), vec2(3.4, 4.3), 0.5);
  float inner = sdRect(vec2(rr, p.y - 5.0), vec2(3.08, 4.4), 0.45);
  float body = smax(outer, -inner, 0.06);
  float foot = sdRect(vec2(r, p.y - 0.15), vec2(2.7, 0.3), 0.15);   // a shallow recess under the foot
  body = smax(body, -max(foot, -p.y + 0.0), 0.04);
  vec3 h = p - vec3(3.75 + 0.2, 4.6, 0.0);
  vec2 t = vec2(length(vec2(h.x * 1.05, h.y * 0.88)) - 1.75, h.z);
  float handle = length(t * vec2(1.0, 0.72)) - 0.36;
  handle = max(handle, 0.6 - h.x - 1.9);
  return smin(body, handle, 0.35);
}
float carafeR(float y, float th) {
  float R = 2.05 + 2.45 * (1.0 - smoothstep(6.5, 14.5, y)) + 0.28 * smoothstep(20.2, 21.8, y);
  R -= 0.35 * (1.0 - smoothstep(0.0, 1.6, y));        // the body tucks in at the base
  R += 0.75 * smoothstep(18.6, 21.8, y) * pow(max(cos(th), 0.0), 8.0);  // pinched pouring lip
  return R;
}
float sdCarafe(vec3 p) {
  float r = length(p.xz), th = atan(p.z, p.x);
  float R = carafeR(p.y, th);
  float shell = max(abs(r - R) - 0.17, p.y - 21.8);
  float base = max(r - R, abs(p.y - 0.4) - 0.4);
  return min(shell, base) * 0.7;
}
float sdNapkins(vec3 p) {
  float w = 0.09 * sin(p.x * 0.7 + p.z * 0.5) + 0.05 * sin(p.z * 1.5 - p.x * 0.3);
  float a = sdRoundBox(p - vec3(0.0, 0.2 + w, 0.0), vec3(7.0, 0.19, 4.6), 0.17);
  vec3 q = p - vec3(-0.7, 0.58 + w * 1.4, 0.4);
  float c = cos(0.09), s = sin(0.09);
  q.xz = mat2(c, s, -s, c) * q.xz;
  float b = sdRoundBox(q, vec3(6.6, 0.19, 4.3), 0.17);
  return min(a, b);
}
float sdObject(vec3 p) {
  vec3 q = toObj(p);
  if (uObj == 0) return sdCup(q);
  if (uObj == 1) return sdCarafe(q);
  return sdNapkins(q);
}
vec2 scene(vec3 p) {
  float s = sdSweep(p), o = sdObject(p);
  return s < o ? vec2(s, 0.0) : vec2(o, 1.0);
}
float map(vec3 p) { return scene(p).x; }
// the window is behind the sweep, so only the object casts shadows; clear glass is handled by lightFilter
float mapShadow(vec3 p) { return uObj == 1 ? 1e3 : sdObject(p); }
// light through the carafe: dimmer and greener through the thick edges, focused into a bright core
vec3 lightFilter(vec3 p, vec3 l) {
  if (uObj != 1) return vec3(1.0);
  vec2 o = p.xz, d = normalize(l.xz);
  float along = -dot(o, d);
  if (along < 0.0) return vec3(1.0);
  float y = p.y + l.y * along / max(length(l.xz), 1e-3);
  vec2 c = o + d * along;
  float R = carafeR(y, 0.0);
  float m = length(c) / R;
  if (y > 21.8 || y < 0.0 || m > 1.0) return vec3(1.0);
  float chord = sqrt(1.0 - m * m);
  vec3 tint = beer(GLASS_ABS, 0.34 / max(chord, 0.15));
  float edge = smoothstep(0.55, 0.98, m);
  float core = smoothstep(0.45, 0.0, m) * (y < 13.0 ? 1.0 : 0.4);
  return tint * (0.86 - 0.62 * edge + 0.9 * core);
}
`;
const SCENE_MAIN = `
vec3 shadeOpaque(int id, vec3 p, vec3 v) {
  vec3 n = calcNormal(p, 0.003);
  float ao = calcAO(p, n);
  if (id == 0) {
    Mat m = matPaper(p * 0.6, n, uField);
    m.rough = 0.8;
    return litOpaque(p, v, m, ao);
  }
  vec3 q = toObj(p);
  vec3 nq = toObj(n);
  if (uObj == 0) {
    // speckled oat glaze; the foot ring is bare stoneware
    Mat m = matCeramic(q, n, vec3(0.62, 0.55, 0.43));
    float speck = smoothstep(0.86, 0.93, vnoise3(q * 7.0)) * smoothstep(0.35, 0.7, vnoise3(q * 1.3 + 5.0));
    m.albedo *= 1.0 - 0.55 * speck;
    float bare = 1.0 - smoothstep(0.55, 0.75, q.y);
    m.albedo = mix(m.albedo, vec3(0.42, 0.32, 0.24) * (0.9 + 0.2 * vnoise(q.xz * 20.0)), bare);
    m.coat *= 1.0 - bare;
    m.rough = mix(m.rough, 0.85, bare);
    return litOpaque(p, v, m, ao);
  }
  // natural flax linen; the weave follows each napkin, the seam between the folded layers reads as a dark line
  // soft creases from washing: broad waves in the normal and faint tonal clouds
  vec3 cr = vec3(fbm(q.xz * 0.35 + 2.0) - 0.5, 0.0, fbm(q.zx * 0.5 + 7.0) - 0.5);
  Mat m = matLinen(q * 0.45, normalize(n + cr * 0.4), vec3(0.5, 0.44, 0.34) * (0.92 + 0.14 * fbm(q.xz * 0.6)));
  float seam = (1.0 - smoothstep(0.015, 0.045, abs(fract((q.y - 0.01) / 0.38 + 0.5) - 0.5))) * (1.0 - abs(nq.y));
  m.albedo *= 1.0 - 0.5 * seam;
  return litOpaque(p, v, m, ao);
}
float sdGlass(vec3 p) { return sdCarafe(toObj(p)); }
vec3 glassNormal(vec3 p) {
  vec2 k = vec2(1.0, -1.0); float e = 0.003;
  return normalize(k.xyy * sdGlass(p + k.xyy * e) + k.yyx * sdGlass(p + k.yyx * e) + k.yxy * sdGlass(p + k.yxy * e) + k.xxx * sdGlass(p + k.xxx * e));
}
// what a ray sees once it is inside the glass: follow it through every wall it crosses, then shade what it lands on
vec3 shadeGlass(vec3 p, vec3 rd) {
  vec3 n = glassNormal(p);
  float F = fresnelD(max(dot(-rd, n), 0.0), 1.5);
  vec3 r = reflect(rd, n);
  vec3 col = F * envStudio(r) * shadowCol(p + n * 0.02, r);
  // step back out and let the loop below find every crossing, outer surface included; whether a crossing
  // enters or leaves the glass is read from the sign of the field, never assumed
  vec3 thr = vec3(1.0);
  vec3 dir = rd, pos = p - rd * 0.05;
  for (int b = 0; b < 8; b++) {
    // only a real crossing counts as a hit: the field must change sign. Grazing near-misses on the thin walls
    // used to register as hits and drew contour lines across the glass.
    float t = 0.0, sg = sign(sdGlass(pos)), tp = 0.0;
    bool hitG = false, hitO = false;
    for (int s = 0; s < 200; s++) {
      vec3 x = pos + dir * t;
      float g = sdGlass(x), dw = sdSweep(x);
      if (dw < 0.003) { hitO = true; break; }
      if (g * sg < 0.0) {
        float a = tp, c = t;
        for (int k = 0; k < 6; k++) { float m = 0.5 * (a + c); if (sdGlass(pos + dir * m) * sg < 0.0) c = m; else a = m; }
        t = c; hitG = true; break;
      }
      if (dw < 0.003) { hitO = true; break; }
      tp = t;
      t += max(min(abs(g), dw) * 0.8, 0.008);
      if (t > 400.0) break;
    }
    if (sg < 0.0) thr *= beer(GLASS_ABS, t);
    vec3 x = pos + dir * t;
    // the paper seen through the glass: the carafe itself must not darken it as ambient occlusion (it is clear)
    if (hitO) { vec3 n0 = calcNormal(x, 0.003); Mat m = matPaper(x * 0.6, n0, uField); m.rough = 0.8; return col + thr * litOpaque(x, -dir, m, 1.0); }
    if (!hitG && t > 400.0) return col + thr * envStudio(dir);
    if (!hitG) break; // ran out of steps skimming the paper inside the base: shade the paper below
    vec3 ng = glassNormal(x);
    vec3 nf = dot(dir, ng) < 0.0 ? ng : -ng;
    float eta = sg < 0.0 ? 1.5 : 1.0 / 1.5;
    vec3 rf = refract(dir, nf, eta);
    if (dot(rf, rf) < 1e-4) { dir = reflect(dir, nf); pos = x + nf * 0.006; continue; }
    float Fi = fresnelD(abs(dot(dir, ng)), 1.5);
    // the inner walls mirror the window too: add that sliver of reflection, carry on with the rest
    if (b > 0) col += thr * Fi * envStudio(reflect(dir, nf)) * 0.6;
    thr *= 1.0 - Fi;
    dir = rf; pos = x - nf * 0.006;
  }
  // light trapped bouncing inside the thick base: show the paper straight below it rather than the dark room
  vec3 x0 = vec3(pos.x, 0.0, pos.z);
  Mat m0 = matPaper(x0 * 0.6, vec3(0.0, 1.0, 0.0), uField); m0.rough = 0.8;
  return col + thr * litOpaque(x0, -dir, m0, 1.0);
}
void main() {
  vec3 ro, rd;
  cameraRay(ro, rd);
  float t = 0.0;
  vec2 h = vec2(1e9, 0.0);
  bool hit = false;
  for (int s = 0; s < 200; s++) {
    h = scene(ro + rd * t);
    if (h.x < 0.0003 * t) { hit = true; break; }
    t += h.x * 0.9;
    if (t > 900.0) break;
  }
  vec3 p = ro + rd * t, col;
  int id = int(h.y + 0.5);
  if (!hit) col = envStudio(rd);
  else if (id == 1 && uObj == 1) col = shadeGlass(p, rd);
  else col = shadeOpaque(id, p, -rd);
  o = vec4(clampSample(col, 4.0), 1.0);
}
`;

const SCENE_FS = [GLSL_HEADER, GLSL_COMMON, GLSL_SAMPLING, GLSL_CAMERA, GLSL_RIG_SETTINGS, GLSL_LIGHT_RIG, GLSL_MATERIALS, GLSL_SDF, SCENE, GLSL_SHADOW_AO, GLSL_LIGHTING, SCENE_MAIN].join("\n");

/** How each photo is framed: the point the lens aims at, how much must fit, and how high the camera sits. */
const FRAMING = [
  { target: [0.4, 4.2, 0] as Vec3, halfH: 7.6, halfW: 6.6, elevation: 0.42 },
  { target: [0, 10.6, 0] as Vec3, halfH: 13.8, halfW: 6.8, elevation: 0.3 },
  { target: [-0.3, 0.9, 0.2] as Vec3, halfH: 7.2, halfW: 9.4, elevation: 0.62 },
];

type Product = (typeof products)[number];

function ProductPhoto({ product, turned }: { product: Product; turned: boolean }) {
  const reduce = useReducedMotion();
  const wrapRef = useRef<HTMLDivElement>(null);
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const [still, setStill] = useState(false);
  const goal = useRef(0);
  const wake = useRef<() => void>(() => {});
  goal.current = turned ? HOVER_TURN : 0;

  useEffect(() => { wake.current(); }, [turned]);

  useEffect(() => {
    const wrap = wrapRef.current, canvas = canvasRef.current;
    if (!wrap || !canvas) return;
    const rot = { x: 0, v: 0 };
    const f = FRAMING[product.object];
    const stage = createPhotoStage({
      canvas,
      wrap,
      sceneFS: SCENE_FS,
      samples: 128,
      exposure: 1.0,
      vignette: 0.38,
      onFail: () => setStill(true),
      camera: (w, h) => {
        const aspect = w / h, fov = 16;
        const tn = Math.tan((fov * Math.PI) / 360);
        const dist = Math.max(f.halfH / tn, f.halfW / (tn * aspect));
        const [tx, ty, tz] = f.target;
        return lookAt([tx, ty + Math.sin(f.elevation) * dist, tz + Math.cos(f.elevation) * dist], f.target, fov, aspect, dist * 0.012);
      },
      uniforms: (gl, loc) => {
        gl.uniform1i(loc("uObj"), product.object);
        gl.uniform1f(loc("uRot"), product.turn + rot.x);
        gl.uniform3fv(loc("uField"), product.field);
      },
      step: (dt) => {
        if (reduce) {
          if (rot.x !== goal.current) { rot.x = goal.current; rot.v = 0; return true; }
          return false;
        }
        return springStep(rot, goal.current, dt, 60, 14);
      },
    });
    if (!stage) return;
    wake.current = stage.wake;
    return () => { wake.current = () => {}; stage.dispose(); };
  }, [product, reduce]);

  return (
    <div ref={wrapRef} role="img" aria-label={product.alt} className="relative aspect-square w-full overflow-hidden rounded-[18px] sm:aspect-[4/5]" style={{ background: product.still }}>
      <canvas ref={canvasRef} aria-hidden="true" className={`absolute inset-0 h-full w-full ${still ? "hidden" : ""}`} />
      {still && (
        <div aria-hidden="true" className="absolute inset-0">
          <div className="absolute inset-0" style={stillWindowLight()} />
          <div className="absolute inset-0 opacity-30 mix-blend-overlay" style={{ backgroundImage: STILL_GRAIN }} />
        </div>
      )}
    </div>
  );
}

function ProductCard({ product, onAdd, added }: { product: Product; onAdd: () => void; added: boolean }) {
  const [turned, setTurned] = useState(false);
  const id = `p-card-${product.object}`;
  return (
    <article
      aria-labelledby={id}
      onPointerEnter={(e) => e.pointerType === "mouse" && setTurned(true)}
      onPointerLeave={() => setTurned(false)}
      onFocus={() => setTurned(true)}
      onBlur={(e) => { if (!e.currentTarget.contains(e.relatedTarget as Node)) setTurned(false); }}
      className="flex flex-col"
    >
      <ProductPhoto product={product} turned={turned} />
      <div className="mt-4 flex items-baseline justify-between gap-4">
        <h3 id={id} className="text-[17px] font-semibold tracking-[-0.01em] text-[#1d1a16]">{product.name}</h3>
        <p className="text-[17px] font-semibold tabular-nums text-[#1d1a16]">{CURRENCY.format(product.price)}</p>
      </div>
      <p className="mt-1 text-[14px] text-[#6b6358]">{product.detail}</p>
      <button
        type="button"
        onClick={onAdd}
        aria-pressed={added}
        className={`mt-4 inline-flex h-11 items-center justify-center gap-2 rounded-full px-5 text-[14px] font-semibold outline-none transition-colors duration-150 focus-visible:ring-2 focus-visible:ring-[#1d1a16] focus-visible:ring-offset-2 focus-visible:ring-offset-[#f3eee6] ${added ? "bg-[#e3dccf] text-[#1d1a16] hover:bg-[#d9d1c2]" : "bg-[#1d1a16] text-[#f3eee6] hover:bg-[#3a342c]"}`}
      >
        {added ? (
          <>
            <svg aria-hidden="true" viewBox="0 0 16 16" className="h-4 w-4" fill="none" stroke="currentColor" strokeWidth="1.8" strokeLinecap="round" strokeLinejoin="round"><path d="M3.5 8.5l3 3 6-7" /></svg>
            In your cart
          </>
        ) : (
          <>Add to cart<span className="sr-only">: {product.name}</span></>
        )}
      </button>
    </article>
  );
}

export default function PhotorealProductCards() {
  const [cart, setCart] = useState<number[]>([]);
  const [message, setMessage] = useState("");
  const toggle = (p: Product) => {
    const inCart = cart.includes(p.object);
    setCart(inCart ? cart.filter((x) => x !== p.object) : [...cart, p.object]);
    setMessage(inCart ? `${p.name} removed from your cart` : `${p.name} added to your cart`);
  };
  return (
    <section className="bg-[#f3eee6] px-4 py-14 sm:px-8 sm:py-20" style={{ fontFamily: GROTESK }}>
      <div className="mx-auto max-w-6xl">
        <div className="mb-8 flex flex-col gap-2 sm:mb-10 sm:flex-row sm:items-end sm:justify-between">
          <div>
            <p className="text-[12px] font-semibold uppercase tracking-[0.2em] text-[#8a7f70]">The table</p>
            <h2 className="mt-2 text-[32px] font-semibold leading-[1.05] tracking-[-0.025em] text-[#1d1a16] sm:text-[44px]">Made for slow mornings</h2>
          </div>
          <p aria-live="polite" className="text-[14px] tabular-nums text-[#6b6358]">{message || `${cart.length} in your cart`}</p>
        </div>
        <div className="grid grid-cols-1 gap-10 sm:grid-cols-3 sm:gap-6">
          {products.map((p) => (
            <ProductCard key={p.name} product={p} added={cart.includes(p.object)} onAdd={() => toggle(p)} />
          ))}
        </div>
      </div>
    </section>
  );
}

Install with one command: npx shadcn@latest add https://we.inc/r/tailwind-product-card-row-with-photoreal-ceramic-cup-glass-carafe-and-linen-napkins-in-window-light.json

When to use it

How to customize it

Accessibility

Questions

How do I make a product card in Tailwind?

Use a flex column: an image box with a fixed aspect ratio and rounded corners, then a row with the name and price pushed apart by justify-between, a muted detail line, and a full width button. This piece does exactly that, so you can drop the WebGL picture and put an img tag in the image box if you only want the layout.

Can I use my own product photos instead of the rendered objects?

Yes. Replace the ProductPhoto component with an img inside the same aspect ratio box and keep the alt text from the products array. The card, button states and cart announcement all work the same.

Why does each card have its own canvas?

Each picture is a separate little photo studio with its own camera framing. Three small canvases also pause on their own when scrolled off screen, and once a picture has settled it stops drawing, so they cost nothing at rest.

Will three WebGL pictures slow the page down?

Each canvas renders for about a second while the picture sharpens, then stops. It only draws again while an object is turning on hover. Pixel counts are capped, and resolution drops automatically if frames run slow.

Related: Photoreal HTML CSS Button Set of Glazed Ceramic, Brushed Steel, Walnut and Frosted Glass Keys on Travertine in Window Light, Brushed Titanium Membership Card in WebGL Rocking on a Stone Tray in Window Light with an Anisotropic Sheen and Laser Etched Type.

More cards or all free UI components. Start for free to have a full site built around it.

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