One number, read two ways. On the left a paper-coloured card prints the reading in very large type with its change against the previous period and a four-way period switch. On the right a desk instrument lies on an oiled oak top in a shaft of afternoon sun: a cream enamel dial printed in black with a red band below forty, a brass target mark, a thin red needle on a chrome arbor, a domed crystal that catches the window and a polished chrome bezel. Everything in the instrument is ray-marched in one fragment shader, including the glazing bar shadows that fall across the desk and the dial. Changing the period swings the needle on a damped spring, so it overshoots, rings back and settles, while the printed number eases in without ever passing its value. The readings are labelled as demo data. On phones the instrument sits above the card and the switch spans the full width.
import { useEffect, useRef, useState } from "react";
import type { KeyboardEvent as ReactKeyboardEvent } from "react";
// Demo data: one reading per period. `value` is on the 0 to 100 scale printed on the dial.
const periods = [
{ label: "Today", long: "today", value: 62, delta: -9, against: "yesterday" },
{ label: "Week", long: "this week", value: 74, delta: 6, against: "last week" },
{ label: "Month", long: "this month", value: 81, delta: 4, against: "last month" },
{ label: "Quarter", long: "this quarter", value: 68, delta: -3, against: "last quarter" },
];
const METRIC = "On-time dispatch";
const UNIT = "%";
const TARGET = 75; // the small brass mark on the dial
const START = 1; // the period it opens on
const ARC = 270; // degrees the printed scale covers
const ZETA = 0.3; // needle damping ratio: 1 stops dead, 0.15 rings for a while
const OMEGA = 7.2; // needle natural frequency (radians a second): higher is a stiffer movement
const FONT = '"Inter Tight", "Inter", ui-sans-serif, system-ui, -apple-system, "Segoe UI", sans-serif';
const SERIF = '"Iowan Old Style", "Palatino Linotype", Palatino, "Book Antiqua", Georgia, serif';
const rad = (d: number) => (d * Math.PI) / 180;
const valueAngle = (v: number) => rad(-ARC / 2 + (ARC * Math.max(-2, Math.min(102, v))) / 100);
const VERT = `ATTR vec2 aPos; void main(){ gl_Position = vec4(aPos, 0.0, 1.0); }`;
const TONE = `
vec3 tone(vec3 x){ x *= 0.9; vec3 a = x * (2.51 * x + 0.03); vec3 b = x * (2.43 * x + 0.59) + 0.14; return pow(clamp(a / b, 0.0, 1.0), vec3(1.0 / 2.2)); }
`;
// The photograph: an instrument lying on an oak desk in a shaft of afternoon sun from a window to the left.
const SCENE = `
precision highp float;
uniform vec2 uRes; uniform vec4 uJit; uniform float uSeed; uniform float uAng; uniform float uTgtAng;
uniform vec3 uCam; uniform vec3 uTgt; uniform float uFoc; uniform vec2 uShift; uniform float uFocus;
uniform sampler2D uTex; uniform float uDirect; uniform float uSway;
const float RC = 1.56; const float HC = 0.30; const float RD = 1.30; const float YD = 0.215;
const float RT = 1.43; const float YT = 0.335; const float rt = 0.105;
const float GR = 4.9; const float GY = 0.47;
const float PI = 3.14159265;
${TONE}
float h21(vec2 p){ vec3 q = fract(vec3(p.xyx) * 0.1031); q += dot(q, q.yzx + 33.33); return fract((q.x + q.y) * q.z); }
float n2(vec2 x){ vec2 i = floor(x); vec2 f = fract(x); f = f * f * (3.0 - 2.0 * f);
return mix(mix(h21(i), h21(i + vec2(1.0, 0.0)), f.x), mix(h21(i + vec2(0.0, 1.0)), h21(i + vec2(1.0, 1.0)), f.x), f.y); }
float fbm(vec2 p){ float s = 0.0; float a = 0.5; for (int i = 0; i < 4; i++) { s += a * n2(p); p = p * 2.03 + 7.1; a *= 0.5; } return s; }
vec3 sunDir(){ return normalize(vec3(-0.66, 0.70, 0.30)); }
const vec3 SUN = vec3(1.0, 0.82, 0.6) * 3.4;
// Frame of the needle: x across it, y along it from the arbor to the tip.
vec2 nFrame(vec2 xz, float a){ float s = sin(a); float c = cos(a); return vec2(xz.x * c - xz.y * s, xz.x * s + xz.y * c); }
float sdCase(vec3 p){
float r = length(p.xz);
vec2 q = vec2(r - (RC - 0.06), p.y - 0.15);
float body = length(max(abs(q) - vec2(0.0, 0.09), 0.0)) - 0.06;
body = min(body, max(r - RC + 0.02, max(p.y - 0.2, -p.y)));
float bez = length(vec2(r - RT, (p.y - YT) * 1.15)) - rt;
float lip = max(abs(r - (RD + 0.035)) - 0.035, max(p.y - (YD + 0.07), YD - 0.02 - p.y));
float d = min(min(body, bez), lip);
// the well the dial sits in
d = max(d, -max(r - RD, YD - p.y));
d = min(d, max(r - RD, max(p.y - YD, -p.y)));
return d;
}
float sdNeedle(vec3 p){
vec2 k = nFrame(p.xz, uAng);
float y = p.y - (YD + 0.052);
float along = clamp(k.y, -0.27, 1.13);
float w = mix(0.016, 0.0045, clamp((k.y + 0.05) / 1.18, 0.0, 1.0));
float blade = max(max(abs(k.x) - w, abs(k.y - 0.43) - 0.70), abs(y) - 0.006);
float tail = max(length(k - vec2(0.0, -0.22)) - 0.058, abs(y) - 0.008);
float arbor = max(length(p.xz) - 0.085, max(p.y - (YD + 0.068), YD - p.y));
float cap = length(vec3(p.x, (p.y - (YD + 0.07)) * 1.8, p.z)) - 0.05;
return min(min(blade, tail), min(arbor, cap)) + along * 0.0;
}
float map(vec3 p){ return min(sdCase(p), sdNeedle(p)); }
vec2 bound(vec3 ro, vec3 rd){
float a = dot(rd.xz, rd.xz); float b = dot(ro.xz, rd.xz); float c = dot(ro.xz, ro.xz) - 1.6 * 1.6;
float h = b * b - a * c; if (h < 0.0 || a < 1e-6) return vec2(1.0, -1.0);
h = sqrt(h); float t0 = (-b - h) / a; float t1 = (-b + h) / a;
if (abs(rd.y) > 1e-5) { float ya = (0.0 - ro.y) / rd.y; float yb = (0.46 - ro.y) / rd.y; t0 = max(t0, min(ya, yb)); t1 = min(t1, max(ya, yb)); }
return vec2(max(t0, 0.0), t1);
}
float march(vec3 ro, vec3 rd, int n, float eps){
vec2 tb = bound(ro, rd); if (tb.x > tb.y) return -1.0;
float t = tb.x;
for (int i = 0; i < 96; i++) { if (i >= n) break; float d = map(ro + rd * t); if (d < eps) return t; t += d * 0.8; if (t > tb.y) break; }
return -1.0;
}
vec3 calcN(vec3 p){
vec2 e = vec2(0.0007, -0.0007);
return normalize(e.xyy * map(p + e.xyy) + e.yyx * map(p + e.yyx) + e.yxy * map(p + e.yxy) + e.xxx * map(p + e.xxx));
}
float calcAO(vec3 p, vec3 n){
float o = 0.0; float s = 1.0;
for (int i = 1; i <= 5; i++) { float h = 0.01 + 0.045 * float(i); o += (h - map(p + n * h)) * s; s *= 0.7; }
return clamp(1.0 - 2.2 * o, 0.0, 1.0);
}
float softShadow(vec3 ro, vec3 rd, float k){
float res = 1.0; float t = 0.008;
for (int i = 0; i < 28; i++) { float h = map(ro + rd * t); res = min(res, k * h / t); t += clamp(h, 0.01, 0.2); if (res < 0.005 || t > 3.0) break; }
return clamp(res, 0.0, 1.0);
}
// The window the sun comes through: glazing bars throw their shadow across the desk and the dial.
float windowGobo(vec3 p, float soft){
vec3 L = sunDir(); float t = (-6.5 - p.x) / L.x; vec3 q = p + L * t;
vec2 w = vec2(q.z + 0.2 + uSway, q.y - 1.1);
float s = soft * t + 0.01;
float inside = smoothstep(-s, s, w.x + 4.6) * smoothstep(s, -s, w.x - 4.4) * smoothstep(-s, s, w.y) * smoothstep(s, -s, w.y - 9.0);
vec2 m = abs(fract(w / vec2(2.25, 3.1)) - 0.5) * vec2(2.25, 3.1);
float bars = smoothstep(0.07 - s, 0.07 + s, m.x) * smoothstep(0.06 - s, 0.06 + s, m.y);
return inside * bars;
}
vec3 oak(vec2 p){
float warp = fbm(p * vec2(0.25, 1.1)) * 1.6 + 0.4 * fbm(p * vec2(1.0, 6.0));
float ring = fract(p.y * 2.6 + warp * 1.8);
float grain = smoothstep(0.0, 0.12, ring) * smoothstep(1.0, 0.4, ring);
float fine = n2(p * vec2(1.5, 160.0));
float pore = smoothstep(0.7, 0.95, n2(p * vec2(4.0, 220.0)));
vec3 lite = vec3(0.33, 0.17, 0.08); vec3 dark = vec3(0.13, 0.06, 0.028);
vec3 c = mix(dark, lite, 0.3 + 0.55 * grain + 0.15 * fine);
c *= 0.85 + 0.3 * fbm(p * vec2(0.4, 2.0) + 3.0);
return c * (1.0 - 0.35 * pore);
}
// The room as a reflection sees it: warm plaster, the bright window left, the desk below.
vec3 room(vec3 ro, vec3 rd, float rough){
if (rd.y < 0.0) {
float t = -ro.y / rd.y; vec3 gp = ro + rd * t;
float lit = windowGobo(gp, 0.006 + rough * 0.1) * max(sunDir().y, 0.0);
vec3 a = oak(gp.xz);
return a * (SUN * lit * 0.9 + vec3(0.55, 0.5, 0.45) * 0.42) * exp(-0.012 * t * t);
}
vec3 c = mix(vec3(0.2, 0.15, 0.11), vec3(0.06, 0.05, 0.045), smoothstep(0.05, 0.6, rd.y)) * 0.8;
// a tall sash window behind the desk, seen as directions: the crystal and the chrome both carry it
if (rd.z > 0.05) {
vec2 w = vec2(rd.x / rd.z + 0.73, rd.y / rd.z - 0.8);
float s = 0.004 + rough * 0.3;
float inside = smoothstep(-s, s, w.x) * smoothstep(s, -s, w.x - 0.36) * smoothstep(-s, s, w.y) * smoothstep(s, -s, w.y - 0.46);
vec2 m = abs(fract(w / vec2(0.18, 0.23)) - 0.5) * vec2(0.18, 0.23);
float bars = smoothstep(0.009 - s, 0.009 + s, m.x) * smoothstep(0.008 - s, 0.008 + s, m.y);
c = mix(c, mix(vec3(2.4, 2.2, 1.95), vec3(1.3, 1.6, 2.2), smoothstep(0.0, 0.46, w.y)) * 6.5 * (1.0 - 0.8 * smoothstep(0.08, 0.3, rough)), inside * bars);
}
// the window on the left wall
if (rd.x < -0.05) {
float t = (-6.5 - ro.x) / rd.x; vec3 q = ro + rd * t;
vec2 w = vec2(q.z + 0.2 + uSway, q.y - 1.1);
float s = 0.02 + rough * 0.6 * t * 0.15;
float inside = smoothstep(-s, s, w.x + 4.6) * smoothstep(s, -s, w.x - 4.4) * smoothstep(-s, s, w.y) * smoothstep(s, -s, w.y - 9.0);
vec2 m = abs(fract(w / vec2(2.25, 3.1)) - 0.5) * vec2(2.25, 3.1);
float bars = smoothstep(0.07 - s, 0.07 + s, m.x) * smoothstep(0.06 - s, 0.06 + s, m.y);
vec3 sky = mix(vec3(2.6, 2.4, 2.1), vec3(1.4, 1.7, 2.3), smoothstep(1.0, 8.0, q.y));
c = mix(c, sky * 1.8, inside * bars);
c = mix(c, vec3(0.86, 0.8, 0.7) * 0.9, inside * (1.0 - bars));
}
// sun on the far wall
c += vec3(1.0, 0.8, 0.55) * 0.5 * smoothstep(0.2, 0.9, rd.z) * smoothstep(0.1, 0.4, rd.y) * smoothstep(0.7, 0.2, rd.y);
return c;
}
struct Mat { vec3 alb; vec3 f0; float rough; float kind; };
Mat getMat(vec3 p, inout vec3 n, out vec3 emi){
Mat m; m.alb = vec3(0.0); m.f0 = vec3(0.04); m.rough = 0.2; m.kind = 0.0; emi = vec3(0.0);
float r = length(p.xz);
if (sdNeedle(p) < sdCase(p) + 0.0005) {
vec2 k = nFrame(p.xz, uAng);
if (r < 0.088 && p.y > YD + 0.005) { m.f0 = vec3(0.9, 0.87, 0.8); m.rough = 0.08; m.kind = 2.0; return m; }
// red lacquer, a touch darker where the blade is pressed thin
m.alb = vec3(0.62, 0.035, 0.025) * (0.85 + 0.15 * smoothstep(1.1, 0.3, k.y)); m.f0 = vec3(0.05); m.rough = 0.18; m.kind = 1.0;
return m;
}
if (r < RD + 0.001 && p.y < YD + 0.004) {
// vitreous enamel dial: cream, very slightly orange-peeled, printed in black and red
vec2 uv = vec2(p.x, -p.z) / (2.0 * RD) + 0.5;
vec4 ink = texture2D(uTex, uv);
float peel = n2(p.xz * 70.0) - 0.5; float peel2 = n2(p.zx * 70.0 + 4.0) - 0.5;
n = normalize(n + vec3(peel, 0.0, peel2) * 0.012);
vec3 cream = vec3(0.80, 0.70, 0.50) * (0.97 + 0.06 * fbm(p.xz * 3.0));
cream *= 1.0 - 0.12 * smoothstep(0.95, 1.3, r);
m.alb = mix(cream, vec3(0.012, 0.011, 0.01), ink.r);
m.alb = mix(m.alb, vec3(0.55, 0.035, 0.02), ink.g);
m.alb = mix(m.alb, vec3(0.62, 0.45, 0.18), ink.b);
m.f0 = mix(vec3(0.045), vec3(0.75, 0.55, 0.25), ink.b); m.rough = mix(0.09, 0.3, max(ink.r, ink.g)); m.kind = 1.0;
return m;
}
float bezel = length(vec2(r - RT, (p.y - YT) * 1.15)) - rt;
if (bezel < 0.004 || (p.y > YD - 0.03 && r < RD + 0.08)) {
// polished chrome: the bezel and the inner lip
m.f0 = vec3(0.92, 0.9, 0.86); m.rough = 0.025; m.kind = 2.0;
return m;
}
// stove-enamelled black case
m.alb = vec3(0.012, 0.012, 0.013); m.f0 = vec3(0.05); m.rough = 0.22; m.kind = 1.0;
return m;
}
vec3 fres(vec3 f0, float c){ return f0 + (1.0 - f0) * pow(1.0 - clamp(c, 0.0, 1.0), 5.0); }
vec3 direct(vec3 p, vec3 n, vec3 rd, Mat m, float sh, float ao){
vec3 L = sunDir();
float ndl = max(dot(n, L), 0.0);
vec3 h = normalize(L - rd); float a2 = max(m.rough * m.rough, 0.002);
float nh = max(dot(n, h), 0.0); float d = nh * nh * (a2 - 1.0) + 1.0; float D = a2 / (PI * d * d);
vec3 spec = fres(m.f0, max(dot(h, -rd), 0.0)) * min(D, 60.0) * 0.25;
vec3 c = SUN * sh * ndl * (m.alb + spec);
c += m.alb * (vec3(0.55, 0.5, 0.45) * 0.45 * (0.5 + 0.5 * n.y) + vec3(0.6, 0.45, 0.3) * 0.12 * max(-n.y, 0.0)) * ao;
return c;
}
vec3 shadeLite(vec3 p, vec3 n, vec3 rd){
vec3 emi; Mat m = getMat(p, n, emi);
float g = windowGobo(p, 0.008);
vec3 r = reflect(rd, n);
return direct(p, n, rd, m, g, 0.8) + fres(m.f0, dot(-rd, n)) * room(p, r, m.rough);
}
vec3 trace(vec3 p, vec3 r, float rough){
float t = march(p, r, 40, 0.0015);
if (t > 0.0) { vec3 hp = p + r * t; return shadeLite(hp, calcN(hp), r); }
return room(p, r, rough);
}
vec3 shadeObj(vec3 p, vec3 n, vec3 rd, vec2 rnd){
vec3 gn = n; vec3 emi;
Mat m = getMat(p, n, emi);
float ao = calcAO(p, gn);
float sh = softShadow(p + gn * 0.004, sunDir(), 14.0) * windowGobo(p, 0.008);
vec3 col = direct(p, n, rd, m, sh, ao);
vec3 r = reflect(rd, n);
vec3 jr = normalize(r + vec3(rnd.x, rnd.y, rnd.x * rnd.y) * m.rough * 0.6);
vec3 s = m.kind == 2.0 ? trace(p + gn * 0.004, jr, m.rough) : room(p, jr, m.rough + 0.05) * (0.3 + 0.7 * ao);
return col + fres(m.f0, dot(-rd, n)) * s * (0.5 + 0.5 * ao);
}
vec3 shadeDesk(vec3 gp, vec3 rd, vec2 rnd, float dist){
vec3 a = oak(gp.xz);
float near = step(length(gp.xz), 6.0);
float occ = 1.0; float sh = 1.0;
if (near > 0.5) {
occ = smoothstep(-0.03, 0.55, map(gp + vec3(0.0, 0.04, 0.0)));
occ = mix(occ, 1.0, 0.25);
sh = softShadow(gp + vec3(0.0, 0.002, 0.0), sunDir(), 9.0);
}
float g = windowGobo(gp, 0.006);
vec3 L = sunDir();
vec3 col = a * (SUN * g * sh * L.y + vec3(0.55, 0.5, 0.45) * 0.42 * occ);
// oiled finish: a soft sheen of the window and of the instrument
vec3 n = normalize(vec3((n2(gp.xz * 4.0) - 0.5) * 0.02, 1.0, (n2(gp.zx * 4.0) - 0.5) * 0.02));
vec3 r = normalize(reflect(rd, n) + vec3(rnd.x, 0.0, rnd.y) * 0.12);
float f = 0.04 + 0.96 * pow(1.0 - clamp(dot(-rd, n), 0.0, 1.0), 5.0);
vec3 refl = near > 0.5 ? trace(gp + vec3(0.0, 0.002, 0.0), r, 0.25) : room(gp, r, 0.25);
col += f * refl * 0.55 * occ;
col *= mix(1.0, 0.25, smoothstep(9.0, 30.0, dist));
return col;
}
// The domed crystal: thin glass, so it only adds what it reflects and dims what it lets through.
vec2 glassHit(vec3 ro, vec3 rd){
vec3 c = vec3(0.0, GY - GR, 0.0); vec3 oc = ro - c;
float b = dot(oc, rd); float h = b * b - dot(oc, oc) + GR * GR;
if (h < 0.0) return vec2(-1.0);
float t = -b - sqrt(h); vec3 p = ro + rd * t;
if (t < 0.0 || length(p.xz) > RD + 0.07) return vec2(-1.0);
return vec2(t, length(p.xz));
}
void main(){
vec2 fc = gl_FragCoord.xy + uJit.xy;
vec2 uv = (fc - 0.5 * uRes) / uRes.y - uShift;
vec3 fw = normalize(uTgt - uCam); vec3 rt3 = normalize(cross(vec3(0.0, 1.0, 0.0), fw)); vec3 up = cross(fw, rt3);
vec3 rd = normalize(fw * uFoc + rt3 * uv.x + up * uv.y);
vec3 ro = uCam;
vec3 fp = ro + rd * (uFocus / dot(rd, fw));
ro += rt3 * uJit.z + up * uJit.w; rd = normalize(fp - ro);
float ign = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))) + uSeed);
float ang = ign * 6.2831853; float rr = sqrt(fract(ign * 7.13 + uSeed * 3.7));
vec2 rnd = vec2(cos(ang), sin(ang)) * rr * step(0.001, uSeed);
float t = march(ro, rd, 96, 0.0003);
float tg = rd.y < 0.0 ? -ro.y / rd.y : 1e9;
vec3 col;
if (t > 0.0 && t < tg) { vec3 p = ro + rd * t; col = shadeObj(p, calcN(p), rd, rnd); }
else if (tg < 1e8) col = shadeDesk(ro + rd * tg, rd, rnd, tg);
else col = room(ro, rd, 0.0);
vec2 gh = glassHit(ro, rd);
if (gh.x > 0.0 && (t < 0.0 || gh.x < t)) {
vec3 gp = ro + rd * gh.x; vec3 gn = normalize(gp - vec3(0.0, GY - GR, 0.0));
float cs = clamp(dot(-rd, gn), 0.0, 1.0);
float F = 0.04 + 0.96 * pow(1.0 - cs, 5.0);
float edge = smoothstep(RD - 0.18, RD + 0.06, gh.y);
F = mix(F, 0.35, edge * 0.5);
vec3 gr = reflect(rd, gn);
vec3 refl = room(gp, normalize(gr + vec3(rnd.x, 0.0, rnd.y) * 0.01), 0.0);
// a faint film of dust and fingerprints, lit only where the window lands on it
float smudge = fbm(gp.xz * 2.2 + 11.0) * smoothstep(0.55, 0.85, fbm(gp.zx * 1.3));
col = col * (1.0 - F) * mix(vec3(1.0), vec3(0.93, 0.96, 0.95), edge) + F * refl + smudge * 0.04 * refl;
}
col = min(col, vec3(30.0));
if (uDirect > 0.5) col = tone(col);
outC = vec4(col, 1.0);
}
`;
const POST = `
precision highp float;
uniform sampler2D uAcc; uniform vec2 uRes; uniform float uGrain; uniform vec2 uCentre;
${TONE}
float h21(vec2 p){ vec3 q = fract(vec3(p.xyx) * 0.1031); q += dot(q, q.yzx + 33.33); return fract((q.x + q.y) * q.z); }
void main(){
vec2 uv = gl_FragCoord.xy / uRes;
vec3 c = texture2D(uAcc, uv).rgb;
vec2 px = 1.0 / uRes;
vec3 nb = texture2D(uAcc, uv + vec2(px.x, 0.0)).rgb + texture2D(uAcc, uv - vec2(px.x, 0.0)).rgb + texture2D(uAcc, uv + vec2(0.0, px.y)).rgb + texture2D(uAcc, uv - vec2(0.0, px.y)).rgb;
c = max(c + (c - nb * 0.25) * 0.4, 0.0);
vec3 b = vec3(0.0);
for (int i = 0; i < 20; i++) {
float a = float(i) * 2.39996; float r = sqrt((float(i) + 0.5) / 20.0);
vec3 s = texture2D(uAcc, uv + vec2(cos(a), sin(a)) * r * 0.03 * vec2(uRes.y / uRes.x, 1.0)).rgb;
b += min(max(s - 1.4, 0.0), vec3(6.0)) * (1.0 - 0.6 * r);
}
c += b * vec3(0.011, 0.0095, 0.008);
vec2 q = (uv - uCentre) * vec2(uRes.x / uRes.y, 1.0);
c *= 1.0 - 0.3 * smoothstep(0.35, 1.25, length(q));
c = tone(c);
float g = h21(gl_FragCoord.xy + uGrain * 91.7) - 0.5;
c += g * 0.02 * (1.0 - 0.4 * c.g);
outC = vec4(c, 1.0);
}
`;
// The dial printing as a flat plan: black ink in red, red ink in green, brass in blue.
function dialArt() {
const S = 2048, RD = 1.3;
const cv = document.createElement("canvas");
cv.width = S; cv.height = S;
const g = cv.getContext("2d");
if (!g) return cv;
const px = S / (2 * RD);
g.fillStyle = "#000"; g.fillRect(0, 0, S, S);
g.translate(S / 2, S / 2);
g.textAlign = "center"; g.textBaseline = "middle";
const at = (v: number) => rad(-ARC / 2 + (ARC * v) / 100);
// red band below 40
g.strokeStyle = "#0f0"; g.lineWidth = 0.05 * px; g.lineCap = "butt";
g.beginPath(); g.arc(0, 0, 1.13 * px, at(0) - Math.PI / 2, at(40) - Math.PI / 2); g.stroke();
g.strokeStyle = "#f00"; g.lineWidth = 0.008 * px;
g.beginPath(); g.arc(0, 0, 1.2 * px, at(0) - Math.PI / 2, at(100) - Math.PI / 2); g.stroke();
for (let i = 0; i <= 100; i++) {
const major = i % 10 === 0, mid = i % 5 === 0;
if (!major && !mid && i % 1 !== 0) continue;
g.save(); g.rotate(at(i));
const len = major ? 0.17 : mid ? 0.11 : 0.06, w = major ? 0.022 : mid ? 0.013 : 0.007;
g.fillStyle = "#f00"; g.fillRect((-w * px) / 2, -1.2 * px, w * px, len * px);
if (major) {
g.font = `600 ${0.14 * px}px ${FONT}`;
g.translate(0, -0.9 * px); g.rotate(-at(i));
g.fillText(String(i), 0, 0);
}
g.restore();
}
// target mark in brass
g.save(); g.rotate(at(TARGET)); g.fillStyle = "#00f";
g.beginPath(); g.moveTo(0, -1.215 * px); g.lineTo(-0.05 * px, -1.295 * px); g.lineTo(0.05 * px, -1.295 * px); g.closePath(); g.fill(); g.restore();
g.fillStyle = "#f00";
g.font = `600 ${0.075 * px}px ${FONT}`;
const track = (text: string, y: number, sp: number) => {
const chars = text.split(""); const widths = chars.map((c) => g.measureText(c).width);
const total = widths.reduce((a, b) => a + b, 0) + sp * px * (chars.length - 1);
let x = -total / 2;
chars.forEach((c, k) => { g.fillText(c, x + widths[k] / 2, y * px); x += widths[k] + sp * px; });
};
track(METRIC.toUpperCase(), 0.42, 0.022);
g.font = `500 ${0.2 * px}px ${SERIF}`; g.fillText(UNIT, 0, -0.42 * px);
g.font = `italic 500 ${0.075 * px}px ${SERIF}`;
g.fillText("Harrow & Peel", 0, 0.56 * px);
return cv;
}
// No WebGL or reduced motion on a software renderer: the same instrument as an SVG still.
function Still({ value }: { value: number }) {
const deg = -ARC / 2 + (ARC * value) / 100;
const ticks = Array.from({ length: 21 }, (_, i) => i * 5);
return (
<div aria-hidden="true" className="absolute left-1/2 top-[34%] w-[340px] -translate-x-1/2 -translate-y-1/2 sm:w-[420px] lg:left-[68%] lg:top-1/2 lg:w-[520px]">
<div className="absolute inset-x-[-10%] bottom-[-12%] top-[30%] rounded-full bg-black/30 blur-2xl" style={{ transform: "translate(14%, 6%) scaleY(0.5)" }} />
<svg viewBox="-160 -160 320 320" className="relative w-full" style={{ transform: "perspective(900px) rotateX(36deg)" }}>
<defs>
<radialGradient id="kpi-gauge-still-cream" cx="40%" cy="35%" r="75%"><stop offset="0" stopColor="#f3e7cc" /><stop offset="0.8" stopColor="#e3d2ad" /><stop offset="1" stopColor="#c9b48a" /></radialGradient>
<linearGradient id="kpi-gauge-still-chrome" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stopColor="#ffffff" /><stop offset="0.3" stopColor="#8f9196" /><stop offset="0.55" stopColor="#f4f4f2" /><stop offset="0.8" stopColor="#4a4b50" /><stop offset="1" stopColor="#d9d9d6" /></linearGradient>
<linearGradient id="kpi-gauge-still-glass" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stopColor="#fff" stopOpacity="0.55" /><stop offset="0.35" stopColor="#fff" stopOpacity="0.05" /><stop offset="1" stopColor="#fff" stopOpacity="0" /></linearGradient>
</defs>
<circle r="156" fill="#141313" />
<circle r="150" fill="none" stroke="url(#kpi-gauge-still-chrome)" strokeWidth="14" />
<circle r="134" fill="url(#kpi-gauge-still-cream)" />
<circle r="112" fill="none" stroke="#b3241a" strokeWidth="5" strokeDasharray="211 1000" transform="rotate(-225)" />
{ticks.map((v) => (
<g key={v} transform={`rotate(${-ARC / 2 + (ARC * v) / 100})`}>
<rect x={v % 10 ? -0.7 : -1.2} y={-124} width={v % 10 ? 1.4 : 2.4} height={v % 10 ? 9 : 16} fill="#141210" />
{v % 10 === 0 && <text y={-96} transform={`rotate(${ARC / 2 - (ARC * v) / 100} 0 -96)`} textAnchor="middle" dominantBaseline="middle" fontSize="14" fontWeight="600" fill="#141210" style={{ fontFamily: FONT }}>{v}</text>}
</g>
))}
<text y="46" textAnchor="middle" fontSize="8" letterSpacing="2" fontWeight="600" fill="#141210" style={{ fontFamily: FONT }}>{METRIC.toUpperCase()}</text>
<g transform={`rotate(${deg})`}>
<path d="M-1.6 22 L-0.5 -118 L0.5 -118 L1.6 22 Z" fill="#9c120c" />
<circle cy="22" r="6" fill="#9c120c" />
</g>
<circle r="9" fill="#cfcfcb" stroke="#6b6b68" />
<ellipse cx="-40" cy="-60" rx="95" ry="55" fill="url(#kpi-gauge-still-glass)" transform="rotate(-30)" />
</svg>
</div>
);
}
export default function KpiGaugeCardOnSunlitDesk() {
const stage = useRef<HTMLDivElement>(null);
const canvas = useRef<HTMLCanvasElement>(null);
const readout = useRef<HTMLSpanElement>(null);
const radios = useRef<(HTMLButtonElement | null)[]>([]);
const [period, setPeriod] = useState(START);
const [shown, setShown] = useState<"wait" | "gl" | "still">("wait");
const api = useRef<{ go: (i: number, fromUser: boolean) => void } | null>(null);
const periodRef = useRef(START);
useEffect(() => {
const box = stage.current, cv = canvas.current;
if (!box || !cv) return;
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const s = {
v: periods[START].value, vel: 0, target: periods[START].value, shown: periods[START].value,
px: 0, py: 0, sx: 0, sy: 0, count: 0, fresh: true, frame: 0, slow: 0, visible: true, raf: 0, last: 0, t0: 0,
touched: false, demoAt: 0, first: true, sway: 0,
};
const setReadout = (v: number) => { if (readout.current) readout.current.textContent = String(Math.round(v)); };
const opts = { antialias: false, alpha: false, powerPreference: "high-performance" as const };
const gl2 = cv.getContext("webgl2", opts) as WebGL2RenderingContext | null;
const gl = (gl2 ?? cv.getContext("webgl", opts)) as WebGLRenderingContext | null;
const fallback = () => {
setShown("still");
api.current = { go: (i) => { periodRef.current = i; setPeriod(i); setReadout(periods[i].value); } };
};
if (!gl) { fallback(); return; }
const canAcc = !!gl2 && (!!gl2.getExtension("EXT_color_buffer_float") || !!gl2.getExtension("EXT_color_buffer_half_float"));
const info = gl.getExtension("WEBGL_debug_renderer_info");
const renderer = info ? String(gl.getParameter(info.UNMASKED_RENDERER_WEBGL)) : "";
const software = /swiftshader|llvmpipe|software|basic render/i.test(renderer);
const calm = reduce || software;
const head = gl2 ? "#version 300 es\n#define ATTR in\n#define texture2D texture\n" : "#define ATTR attribute\n";
const fhead = gl2 ? "#version 300 es\n#define texture2D texture\nprecision highp float;\nout vec4 outC;\n" : "#define outC gl_FragColor\n";
const compile = (type: number, src: string) => {
const sh = gl.createShader(type);
if (!sh) return null;
gl.shaderSource(sh, src); gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) { console.warn(gl.getShaderInfoLog(sh)); return null; }
return sh;
};
const link = (frag: string) => {
const v = compile(gl.VERTEX_SHADER, head + VERT), f = compile(gl.FRAGMENT_SHADER, fhead + frag);
const p = gl.createProgram();
if (!v || !f || !p) return null;
gl.attachShader(p, v); gl.attachShader(p, f); gl.bindAttribLocation(p, 0, "aPos"); gl.linkProgram(p);
return gl.getProgramParameter(p, gl.LINK_STATUS) ? p : null;
};
const scene = link(SCENE), post = canAcc ? link(POST) : null;
if (!scene || (canAcc && !post)) { fallback(); return; }
const U = (p: WebGLProgram, n: string) => gl.getUniformLocation(p, n);
const su = Object.fromEntries(["uRes", "uJit", "uSeed", "uAng", "uTgtAng", "uCam", "uTgt", "uFoc", "uShift", "uFocus", "uTex", "uDirect", "uSway"].map((n) => [n, U(scene, n)]));
const pu = post ? Object.fromEntries(["uAcc", "uRes", "uGrain", "uCentre"].map((n) => [n, U(post, n)])) : {};
const quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quad);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const tex = gl.createTexture();
gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, dialArt());
gl.generateMipmap(gl.TEXTURE_2D);
const aniso = gl.getExtension("EXT_texture_filter_anisotropic");
if (aniso) gl.texParameterf(gl.TEXTURE_2D, aniso.TEXTURE_MAX_ANISOTROPY_EXT, 8);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
const acc = canAcc ? gl.createTexture() : null;
const fbo = canAcc ? gl.createFramebuffer() : null;
let W = 0, H = 0, scale = 1, cssW = 1, cssH = 1;
const size = () => {
const r = box.getBoundingClientRect();
cssW = Math.max(1, r.width); cssH = Math.max(1, r.height);
const dpr = Math.min(software ? 1 : 1.5, window.devicePixelRatio || 1) * scale;
const k = Math.min(1, Math.sqrt(1.4e6 / (cssW * cssH * dpr * dpr)));
const w = Math.max(2, Math.round(cssW * dpr * k)), h = Math.max(2, Math.round(cssH * dpr * k));
if (w === W && h === H) return;
W = w; H = h; cv.width = W; cv.height = H;
if (gl2 && acc && fbo) {
gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, acc);
gl2.texImage2D(gl.TEXTURE_2D, 0, gl2.RGBA16F, W, H, 0, gl.RGBA, gl2.HALF_FLOAT, 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, acc, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
s.count = 0; s.fresh = true;
};
const halton = (i: number, b: number) => { let f = 1, r = 0; while (i > 0) { f /= b; r += f * (i % b); i = Math.floor(i / b); } return r; };
const draw = (alpha: number, sample: number) => {
const wide = cssW >= 1024, aspect = cssW / cssH;
const el = 0.98 - s.sy * 0.04, az = 0.12 + s.sx * 0.06, dist = 9.3;
const tgt = [0, 0.18, 0];
const cam = [dist * Math.sin(az) * Math.cos(el), tgt[1] + dist * Math.sin(el), -dist * Math.cos(az) * Math.cos(el)];
const foc = 2.35 * Math.min(1, aspect / 0.95);
const jx = sample ? halton(sample, 2) - 0.5 : 0, jy = sample ? halton(sample, 3) - 0.5 : 0;
const la = halton(sample, 5) * Math.PI * 2, lr = sample ? Math.sqrt(halton(sample, 7)) * 0.05 : 0;
gl.useProgram(scene);
gl.bindFramebuffer(gl.FRAMEBUFFER, canAcc ? fbo : null);
gl.viewport(0, 0, W, H);
if (canAcc && alpha < 1) { gl.enable(gl.BLEND); gl.blendColor(0, 0, 0, alpha); gl.blendFunc(gl.CONSTANT_ALPHA, gl.ONE_MINUS_CONSTANT_ALPHA); } else gl.disable(gl.BLEND);
gl.uniform2f(su.uRes, W, H);
gl.uniform4f(su.uJit, canAcc ? jx : 0, canAcc ? jy : 0, canAcc ? Math.cos(la) * lr : 0, canAcc ? Math.sin(la) * lr : 0);
gl.uniform1f(su.uSeed, canAcc && sample ? (sample * 0.61803) % 1 || 0.5 : 0);
gl.uniform1f(su.uAng, valueAngle(s.v)); gl.uniform1f(su.uTgtAng, valueAngle(TARGET));
gl.uniform3f(su.uCam, cam[0], cam[1], cam[2]); gl.uniform3f(su.uTgt, tgt[0], tgt[1], tgt[2]);
gl.uniform1f(su.uFoc, foc);
gl.uniform2f(su.uShift, wide ? 0.2 * aspect : 0, wide ? 0.0 : 0.17);
gl.uniform1f(su.uFocus, Math.hypot(cam[0], cam[1] - 0.3, cam[2]));
gl.uniform1i(su.uTex, 0);
gl.uniform1f(su.uDirect, canAcc ? 0 : 1);
gl.uniform1f(su.uSway, s.sway);
gl.drawArrays(gl.TRIANGLES, 0, 3);
if (canAcc && post) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.disable(gl.BLEND);
gl.useProgram(post);
gl.uniform1i(pu.uAcc, 1); gl.uniform2f(pu.uRes, W, H);
gl.uniform1f(pu.uGrain, calm ? 1 : s.frame % 64);
gl.uniform2f(pu.uCentre, wide ? 0.7 : 0.5, wide ? 0.5 : 0.66);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
};
const go = (i: number, fromUser: boolean) => {
const k = (i + periods.length) % periods.length;
if (fromUser) s.touched = true;
s.target = periods[k].value;
if (k !== periodRef.current) { periodRef.current = k; setPeriod(k); }
if (reduce) { s.v = s.target; s.vel = 0; s.shown = s.target; setReadout(s.target); s.count = 0; s.fresh = true; }
wake();
};
api.current = { go };
const frame = (now: number) => {
s.raf = 0;
if (!s.visible) return;
const dtRaw = s.last ? (now - s.last) / 1000 : 0.016;
const dt = Math.min(0.033, dtRaw);
s.last = now; s.frame++;
if (!s.t0) { s.t0 = now; s.demoAt = now + 4200; }
// self-running demo: opens settled on a reading, holds, then steps through the periods until touched
if (!calm && !s.touched && now > s.demoAt) { go(periodRef.current + 1, false); s.demoAt = now + 3400; }
let moving = false;
if (!reduce) {
// a damped second-order movement, like a moving-coil meter: it overshoots, rings twice and settles
const steps = 4, h = dt / steps;
for (let i = 0; i < steps; i++) {
const acc2 = OMEGA * OMEGA * (s.target - s.v) - 2 * ZETA * OMEGA * s.vel;
s.vel += acc2 * h; s.v += s.vel * h;
}
if (Math.abs(s.vel) > 0.02 || Math.abs(s.target - s.v) > 0.01) moving = true; else { s.v = s.target; s.vel = 0; }
// the printed number eases in critically damped, so it never reads a value past the real one
const ds = s.target - s.shown;
if (Math.abs(ds) > 0.02) { s.shown += ds * (1 - Math.exp(-dt * 5)); setReadout(s.shown); } else if (s.shown !== s.target) { s.shown = s.target; setReadout(s.target); }
}
if (!calm) {
s.sx += (s.px - s.sx) * (1 - Math.exp(-dt * 2.5)); s.sy += (s.py - s.sy) * (1 - Math.exp(-dt * 2.5));
if (Math.abs(s.px - s.sx) + Math.abs(s.py - s.sy) > 0.002) moving = true;
}
if (s.fresh || !canAcc) { draw(1, 0); s.fresh = false; s.count = 1; }
else if (moving) { draw(Math.abs(s.vel) > 6 ? 0.55 : 0.2, 1 + (s.frame % 64)); s.count = 4; }
else if (s.count < 48) { s.count++; draw(1 / s.count, s.count); }
if (s.first) { s.first = false; setShown("gl"); }
if (!calm && dtRaw > 0.026) s.slow++; else s.slow = Math.max(0, s.slow - 2);
if (s.slow > 45 && scale > 0.5) { scale *= 0.82; s.slow = 0; size(); }
if (moving || s.count < 48 || (!calm && !s.touched)) s.raf = requestAnimationFrame(frame);
};
const wake = () => { if (!s.raf && s.visible) { s.last = 0; s.raf = requestAnimationFrame(frame); } };
size();
const ro = new ResizeObserver(() => { size(); wake(); });
ro.observe(box);
const io = new IntersectionObserver(([e]) => { s.visible = e.isIntersecting && !document.hidden; if (s.visible) wake(); }, { threshold: 0.05 });
io.observe(box);
const vis = () => { s.visible = !document.hidden; if (s.visible) wake(); };
document.addEventListener("visibilitychange", vis);
const move = (e: PointerEvent) => {
const r = box.getBoundingClientRect();
s.px = ((e.clientX - r.left) / r.width) * 2 - 1; s.py = ((e.clientY - r.top) / r.height) * 2 - 1;
if (!calm) wake();
};
const leave = () => { s.px = 0; s.py = 0; };
box.addEventListener("pointermove", move);
box.addEventListener("pointerleave", leave);
const lost = (e: Event) => { e.preventDefault(); fallback(); };
cv.addEventListener("webglcontextlost", lost);
wake();
return () => {
cancelAnimationFrame(s.raf); ro.disconnect(); io.disconnect();
document.removeEventListener("visibilitychange", vis);
box.removeEventListener("pointermove", move); box.removeEventListener("pointerleave", leave);
cv.removeEventListener("webglcontextlost", lost);
api.current = null;
};
}, []);
const pick = (i: number) => {
if (api.current) api.current.go(i, true); else { periodRef.current = i; setPeriod(i); }
};
const onKey = (e: ReactKeyboardEvent<HTMLButtonElement>, i: number) => {
let k = i;
if (e.key === "ArrowRight" || e.key === "ArrowDown") k = (i + 1) % periods.length;
else if (e.key === "ArrowLeft" || e.key === "ArrowUp") k = (i - 1 + periods.length) % periods.length;
else if (e.key === "Home") k = 0;
else if (e.key === "End") k = periods.length - 1;
else return;
e.preventDefault();
pick(k);
radios.current[k]?.focus();
};
const p = periods[period];
const up = p.delta >= 0;
return (
<section className="relative isolate overflow-hidden bg-[#2a1a10] text-[#1d140d]" style={{ fontFamily: FONT }}>
<div ref={stage} className="relative mx-auto h-[760px] w-full max-w-[1600px]" style={{ background: "radial-gradient(80% 70% at 66% 45%, #a0683a 0%, #6b4223 55%, #3a2414 100%)" }}>
<canvas ref={canvas} aria-hidden="true" className={`absolute inset-0 h-full w-full transition-opacity duration-700 motion-reduce:transition-none ${shown === "gl" ? "opacity-100" : "opacity-0"}`} />
{shown === "still" && (
<>
<div aria-hidden="true" className="absolute inset-0" style={{ background: "repeating-linear-gradient(118deg, transparent 0 210px, rgba(30,12,2,0.35) 210px 226px), linear-gradient(28deg, transparent 0 55%, rgba(25,10,2,0.45) 55%)" }} />
<Still value={p.value} />
</>
)}
<div className="pointer-events-none absolute inset-0 flex flex-col justify-end px-5 pb-7 sm:px-10 lg:justify-center lg:px-16 lg:pb-0">
<div className="pointer-events-auto w-full max-w-[25rem] rounded-[28px] bg-[#f5ecdc]/[0.93] p-6 shadow-[0_30px_60px_-20px_rgba(30,14,4,0.6),0_2px_0_rgba(255,255,255,0.6)_inset] ring-1 ring-black/5 backdrop-blur-md sm:p-8">
<div className="flex items-center justify-between gap-3">
<h2 className="text-[13px] font-semibold uppercase tracking-[0.2em] text-[#5b4636]">{METRIC}</h2>
<span className="rounded-full border border-[#7a5c45]/40 px-2.5 py-1 text-[11px] font-medium uppercase tracking-[0.14em] text-[#5b4636]">Demo data</span>
</div>
<p className="mt-5 flex items-start leading-none sm:mt-6">
<span ref={readout} className="text-[104px] font-semibold tabular-nums tracking-[-0.06em] text-[#1d140d] sm:text-[132px]" style={{ lineHeight: 0.82 }}>{p.value}</span>
<span className="ml-1 mt-2 text-[40px] text-[#5b4636] sm:text-[48px]" style={{ fontFamily: SERIF }}>{UNIT}</span>
</p>
<p aria-live="polite" className="mt-4 text-[18px] leading-snug text-[#4a3829] sm:text-[20px]" style={{ fontFamily: SERIF }}>
<span className="sr-only">{METRIC} {p.long}: {p.value} percent. </span>
<span className={`font-semibold not-italic ${up ? "text-[#2f6b3a]" : "text-[#9c1f14]"}`} style={{ fontFamily: FONT }}>{up ? "Up" : "Down"} {Math.abs(p.delta)} pts</span>{" "}
<span className="italic">on {p.against}. Target {TARGET}{UNIT}.</span>
</p>
<div role="radiogroup" aria-label="Period" className="mt-6 grid grid-cols-4 gap-1 rounded-full bg-[#e4d6bf] p-1 sm:mt-7">
{periods.map((pr, i) => (
<button
key={pr.label}
ref={(el) => { radios.current[i] = el; }}
type="button"
role="radio"
aria-checked={i === period}
tabIndex={i === period ? 0 : -1}
onClick={() => pick(i)}
onKeyDown={(e) => onKey(e, i)}
className={`h-11 rounded-full text-[13px] font-medium outline-none transition-colors duration-200 focus-visible:ring-2 focus-visible:ring-[#9c1f14] focus-visible:ring-offset-2 focus-visible:ring-offset-[#e4d6bf] ${i === period ? "bg-[#1d140d] text-[#f5ecdc]" : "text-[#4a3829] hover:bg-[#d6c5aa]"}`}
>
{pr.label}
</button>
))}
</div>
</div>
</div>
</div>
</section>
);
}
Install with one command: npx shadcn@latest add https://we.inc/r/kpi-gauge-card-with-a-ray-marched-cream-enamel-dial-damped-red-needle-domed-glass-and-chrome-bezel-on-a-sunlit-desk.json
It is integrated every frame as a damped spring with a natural frequency and a damping ratio, the same model that describes a moving-coil meter. The step is split into four sub-steps so it stays stable when a frame runs long. Lower the damping ratio for more ringing and raise it towards 1 for none.
A dial reading past the true value for a moment is charming; a printed figure doing the same looks like a bug. The digits follow their own critically damped curve towards the target, so they ease in and stop exactly on it while the needle is still swinging.
The crystal is not part of the marched geometry. Each ray is tested against a large sphere whose cap sits above the dial, and where it hits, the shader adds the room seen in reflection weighted by Fresnel, dims what is behind it slightly and thickens the effect near the rim. That keeps it cheap and keeps the needle sharp underneath.
Every shadow test toward the sun also projects the point back to a window plane on the left and checks whether it lands on glass or on a glazing bar. The same window is what the chrome and the crystal reflect, so the light on the desk and the highlight on the dome always agree.
The section shows an SVG instrument in the same pose with the needle at the chosen reading, and the card, switch and announcements keep working because none of them depend on the canvas.
The render target is capped at about 1.4 million pixels and 1.5 device pixels per CSS pixel, rays that miss a cylinder around the instrument skip the march, and once the needle settles the loop refines the image for a few dozen frames and then stops. It also pauses off screen and in hidden tabs.
Related: Stereo VU Meter Pair with Needle Ballistics, Backlit Faces and Drive Knob, Brass Aneroid Barometer Gauge with Blued Needle and a Set Hand That Marks the Target, Ray-Marched Knurled Aluminium Dial on Black Glass with a Moving Softbox, Engraved Stops and an Amber Halo.
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