A bar chart built as a still life. Six square columns of cast glass stand in a row on a white floor, each one as tall as its month, graded from amber at one end to ruby at the other. A low sun sits behind them, so every column lays a stripe of its own colour across the floor toward the camera, and the month names are printed on the floor in front. The total is set very large beside the scene and is read off the glass, so it rolls while the columns move. Two pill buttons swap between this year and last year: each column slides up or down through a stainless collar, a beat after its neighbour, and its stripe of light stretches with it. Pressing a column or its month button shows that month alone. A hidden table carries both sets of figures, labelled as demo data. On phones the scene sits on top and the type and buttons stack below it.
import { useEffect, useRef, useState } from "react";
// DEMO DATA. Six columns, two sets. One scene unit of glass is SCALE bookings.
const labels = ["Jan", "Feb", "Mar", "Apr", "May", "Jun"];
const months = ["January", "February", "March", "April", "May", "June"];
const sets = [
{ key: "This year", noun: "bookings this half", values: [92, 118, 104, 163, 207, 248] },
{ key: "Last year", noun: "bookings, same half last year", values: [121, 84, 146, 132, 188, 171] },
];
// The colour of white paper seen through each column, front face to back face (red, green, blue from 0 to 1).
const glass: [number, number, number][] = [
[1.0, 0.7, 0.08],
[1.0, 0.52, 0.06],
[1.0, 0.34, 0.08],
[0.95, 0.2, 0.12],
[0.84, 0.1, 0.16],
[0.64, 0.05, 0.2],
];
const SCALE = 100;
const N = labels.length;
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';
// Scene units.
const PITCH = 0.8, HALF = 0.2;
const xOf = (i: number) => (i - (N - 1) / 2) * PITCH;
const sum = (a: number[]) => a.reduce((x, y) => x + y, 0);
const fmt = (n: number) => n.toLocaleString("en-GB");
const VERT = `#version 300 es
in vec2 aPos; void main(){ gl_Position = vec4(aPos, 0.0, 1.0); }`;
const TONE = `
vec3 film(vec3 x){ return clamp(x * (2.51 * x + 0.03) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0); }
vec3 tone(vec3 x){ x *= 0.86; float l = max(x.r, max(x.g, x.b)) + 1e-4; vec3 keep = x / l * film(vec3(l)).r; return pow(mix(film(x), keep, 0.55), vec3(1.0 / 2.2)); }
`;
// The photograph. Every column is a box, so a ray meets it in closed form: in through one face,
// bounced off the inside of the others for as long as the angle is past critical, and out. The
// coloured light on the floor is found by walking from the floor toward the sun through the glass.
const SCENE = `#version 300 es
precision highp float;
out vec4 outC;
const int N = ${N};
uniform vec2 uRes; uniform vec4 uJit; uniform float uSeed;
uniform vec3 uCam; uniform vec3 uTgt; uniform float uFoc; uniform vec2 uShift; uniform float uFocus;
uniform float uH[N]; uniform vec3 uSig[N]; uniform float uSel; uniform vec3 uSun;
uniform sampler2D uTex; uniform float uDirect;
const float P = ${PITCH.toFixed(3)}; const float HW = ${HALF.toFixed(3)};
const float CW = ${(HALF + 0.036).toFixed(3)}; const float CH = 0.03;
const float BEV = 0.022;
const vec3 SUNC = vec3(1.0, 0.93, 0.82);
const vec3 HAZE = vec3(0.98, 0.955, 0.925);
${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 barX(int i){ return (float(i) - float(N - 1) * 0.5) * P; }
float fres(float c){ return 0.04 + 0.96 * pow(1.0 - clamp(c, 0.0, 1.0), 5.0); }
// the faces are bloomed like a lens, so head-on they give back very little
float fresG(float c){ return 0.018 + 0.982 * pow(1.0 - clamp(c, 0.0, 1.0), 5.0); }
bool boxHit(vec3 ro, vec3 rd, vec3 lo, vec3 hi, out float tN, out float tF, out vec3 nN, out vec3 nF){
vec3 s = vec3(rd.x < 0.0 ? -1.0 : 1.0, rd.y < 0.0 ? -1.0 : 1.0, rd.z < 0.0 ? -1.0 : 1.0);
vec3 inv = 1.0 / (s * max(abs(rd), vec3(1e-6)));
vec3 a = (lo - ro) * inv; vec3 b = (hi - ro) * inv; vec3 mn = min(a, b); vec3 mx = max(a, b);
tN = max(mn.x, max(mn.y, mn.z)); tF = min(mx.x, min(mx.y, mx.z));
nN = -s * step(mn.yzx, mn.xyz) * step(mn.zxy, mn.xyz);
nF = s * step(mx.xyz, mx.yzx) * step(mx.xyz, mx.zxy);
return tF > max(tN, 0.0);
}
// The arrises are ground and polished: near an edge the normal rolls over to the next face.
vec3 bevel(vec3 p, vec3 c, vec3 b, vec3 n, float r){
vec3 q = p - c; vec3 d = (b - abs(q)) / r;
vec3 w = (1.0 - abs(n)) * pow(clamp(1.0 - d, 0.0, 1.0), vec3(2.0));
return normalize(n + sign(q) * w * 2.2);
}
float arris(vec3 p, vec3 c, vec3 b, vec3 n, float r){
vec3 w = (1.0 - abs(n)) * clamp(1.0 - (b - abs(p - c)) / r, 0.0, 1.0);
return max(w.x, max(w.y, w.z));
}
// Seeds: the few small bubbles any cast block keeps. They ride up and down with the glass.
vec4 seed(int i, int k){
float f = float(i) * 7.31 + float(k) * 3.17;
vec3 r = fract(sin(vec3(f * 12.9898, f * 78.233 + 1.3, f * 37.719 + 2.1)) * 43758.5453);
return vec4(barX(i) + (r.x - 0.5) * (HW * 1.5), uH[i] - 0.12 - r.y * 0.75, (r.z - 0.5) * (HW * 1.5), 0.007 + 0.009 * fract(f * 0.37));
}
// Cast glass is never quite flat.
vec3 wob(vec3 n, vec3 p){
vec3 g = vec3(sin(p.y * 5.3 + p.z * 9.0 + p.x * 2.0), sin(p.x * 8.0 + p.z * 7.0 + 1.7), sin(p.y * 6.1 + p.x * 9.5 + 0.6));
return normalize(n + (g - n * dot(g, n)) * 0.012);
}
// ---- the room ----
float rectL(vec3 rd, vec3 c, vec3 n, vec3 u, vec3 v, vec2 hs, float soft){
float dn = dot(rd, n); if (dn > -1e-4) return 0.0;
float t = dot(c, n) / dn; if (t < 0.0) return 0.0;
vec3 q = rd * t - c; float s = soft * t;
vec2 d = abs(vec2(dot(q, u), dot(q, v))) - hs;
return smoothstep(s, -s, d.x) * smoothstep(s, -s, d.y);
}
vec3 env(vec3 rd){
float up = smoothstep(-0.05, 0.75, rd.y);
vec3 c = mix(vec3(1.02, 0.985, 0.94), vec3(0.6, 0.72, 0.95), up);
// behind the camera the studio is unlit: it is what gives the glass its dark edges
c *= mix(0.16, 1.0, smoothstep(-0.85, 0.1, rd.z + rd.x * 0.25));
// a tall soft light behind the camera's right shoulder: the sheen on the faces that look at the lens
vec3 fn = normalize(vec3(-0.5, -0.1, 1.0));
c += vec3(1.0, 0.98, 0.95) * 4.0 * rectL(rd, vec3(6.5, 3.0, -11.0), fn, normalize(cross(vec3(0.0, 1.0, 0.0), fn)), vec3(0.0, 1.0, 0.0), vec2(1.3, 4.5), 0.09);
// the far window, low on the right: it is what the polished tops mirror, glazing bars and all
vec3 tn = -normalize(vec3(0.45, 0.2, 0.85));
vec3 tu = normalize(cross(vec3(0.0, 1.0, 0.0), tn)); vec3 tv = cross(tn, tu);
vec3 tq = rd * (20.0 / max(dot(rd, -tn), 1e-3)) + tn * 20.0;
vec2 tw = vec2(dot(tq, tu), dot(tq, tv) - 1.6);
float pane = smoothstep(0.17, 0.14, abs(fract(tw.x / 0.8 + 0.1) - 0.5));
float inWin = step(0.0, dot(rd, -tn)) * smoothstep(0.03, -0.03, abs(tw.x) - 5.2) * smoothstep(0.03, -0.03, abs(tw.y) - 2.3);
c = mix(c, c * 0.22 + vec3(1.0, 0.985, 0.95) * (2.2 + 2.0 * smoothstep(-2.3, 2.3, tw.y)) * pane, inWin);
// a tall window on the camera's left, with one glazing bar
vec3 wn = normalize(vec3(1.0, 0.0, -0.75));
vec3 wu = normalize(cross(vec3(0.0, 1.0, 0.0), wn));
float win = rectL(rd, vec3(-9.0, 2.6, 7.0), wn, wu, vec3(0.0, 1.0, 0.0), vec2(2.4, 2.6), 0.012);
float barV = rectL(rd, vec3(-9.0, 2.6, 7.0), wn, wu, vec3(0.0, 1.0, 0.0), vec2(0.1, 2.6), 0.006);
c += vec3(0.95, 0.98, 1.0) * 3.4 * win * (1.0 - barV);
// one small hard lamp high over the camera: the hot line along every top front arris
c += vec3(1.0, 0.97, 0.9) * 46.0 * smoothstep(0.9965, 0.9992, dot(rd, normalize(vec3(0.42, 0.86, -0.28))));
// the sun
float s = dot(rd, uSun);
c += SUNC * (70.0 * smoothstep(0.9988, 0.9996, s) + 1.6 * pow(max(s, 0.0), 180.0));
return c;
}
// What the sun delivers to a point on the floor once the glass has had its say. Through a pair of
// parallel faces the light arrives straight and coloured. Through a corner it is thrown wide, so
// that part of the shadow only sees coloured sky.
vec3 gL; vec3 gL2; vec3 gOcc; bool gTwo;
// The sun comes in through an opening: behind the row the floor is in open shade.
float sunMask(vec2 g){ float d = 2.9 + 0.3 * g.x - g.y; return smoothstep(-0.2, 0.2, d); }
vec3 sunT(vec3 gp, vec3 L){
vec3 T = vec3(1.0); gOcc = vec3(1.0);
for (int i = 0; i < N; i++) {
float x = barX(i); float h = uH[i];
if (h < 0.004) continue;
vec3 lo = vec3(x - HW, 0.0, -HW); vec3 hi = vec3(x + HW, h, HW);
float a; float b; vec3 n1; vec3 n2;
if (!boxHit(gp, L, lo, hi, a, b, n1, n2)) continue;
gOcc *= exp(-uSig[i] * 0.3);
if (a <= 0.0) { T *= exp(-uSig[i] * b) * 0.9; continue; }
vec3 pe = gp + L * a;
vec3 d = refract(L, n1, 1.0 / 1.5);
float a2; float b2; vec3 m1; vec3 m2;
boxHit(pe - n1 * 1e-4, d, lo, hi, a2, b2, m1, m2);
b2 = max(b2, 0.0);
float par = step(dot(m2, n1), -0.5);
// the ground arris bends light away: a thin dark line down each side of the shadow
vec3 q = pe - vec3(x, 0.0, 0.0); vec3 e = (vec3(HW, h, HW) - abs(q)) * (1.0 - abs(n1));
float edge = min(min(e.x + abs(n1.x), e.y + abs(n1.y)), e.z + abs(n1.z));
float dark = smoothstep(0.0, BEV, edge);
// and lays what it took as a bright seam just inside
float seam = exp(-pow((edge - BEV * 1.9) / (BEV * 0.7), 2.0));
T *= exp(-uSig[i] * b2) * mix(0.3, 0.94, par) * mix(0.4, 1.0, dark) * (1.0 + 0.55 * seam * par);
}
return T;
}
// The sunlit side of every column is also a weak mirror: it lays a pale patch of sun on the floor beside it.
float glint(vec3 gp){
vec3 d = vec3(-uSun.x, uSun.y, uSun.z); float g = 0.0;
if (d.x < 0.05) return 0.0;
for (int i = 0; i < N; i++) {
float t = (barX(i) - HW - gp.x) / d.x;
if (t <= 0.0) continue;
float y = d.y * t; float z = gp.z + d.z * t;
g += smoothstep(uH[i] + 0.02, uH[i] - 0.02, y) * smoothstep(HW + 0.015, HW - 0.015, abs(z));
}
return g;
}
float contact(vec3 gp){
float o = 1.0;
for (int i = 0; i < N; i++) {
vec2 q = abs(gp.xz - vec2(barX(i), 0.0)) - vec2(CW);
float d = length(max(q, 0.0));
o *= 1.0 - 0.5 * exp(-d / 0.05) - 0.16 * exp(-d / 0.3) * min(uH[i], 1.0);
}
return o;
}
vec3 paper(vec3 gp){
float fib = n2(gp.xz * 70.0) * 0.55 + n2(gp.xz * vec2(260.0, 230.0)) * 0.45;
float trowel = n2(gp.xz * 0.9 + 3.0) * 0.6 + n2(gp.xz * vec2(2.6, 1.7)) * 0.4;
vec3 alb = vec3(0.905, 0.9, 0.89) * (0.975 + 0.05 * fib) * (0.94 + 0.11 * trowel) * (1.0 - 0.1 * smoothstep(0.86, 0.97, n2(gp.xz * 38.0)));
vec2 uv = vec2((gp.x - 0.27 + 2.6) / 5.2, (-0.34 - gp.z) / 0.325);
if (uv.x > 0.0 && uv.x < 1.0 && uv.y > 0.0 && uv.y < 1.0) {
float col = floor((gp.x - 0.27) / P + float(N) * 0.5);
float on = uSel < -0.5 ? 0.92 : (abs(col - uSel) < 0.5 ? 0.97 : 0.3);
alb = mix(alb, vec3(0.06, 0.06, 0.075), texture(uTex, uv).r * on);
}
return alb;
}
vec3 floorLite(vec3 gp){
float pool = 0.5 + 0.5 * smoothstep(13.0, 2.0, length((gp.xz - vec2(0.6, -0.6)) * vec2(0.75, 1.0)));
vec3 T = sunT(gp, gL);
if (gTwo) T = 0.5 * (T + sunT(gp, gL2));
T *= sunMask(gp.xz);
vec3 sky = vec3(0.55, 0.55, 0.59) * contact(gp) * mix(vec3(1.0), gOcc, 0.94);
return paper(gp) * (SUNC * 1.75 * uSun.y * (T + 0.1 * glint(gp) * sunMask(gp.xz)) * pool + sky * (0.7 + 0.3 * pool));
}
vec3 floorFar(vec3 gp, float dist){ return mix(floorLite(gp), HAZE, smoothstep(9.0, 40.0, dist)); }
vec3 envR(vec3 p, vec3 r){
if (r.y < -0.002) { float t = -p.y / r.y; return floorFar(p + r * t, t); }
return env(r);
}
void nearest(vec3 ro, vec3 rd, int skip, out float tb, out float te, out int ib, out vec3 nb){
tb = 1e9; te = 1e9; ib = -1; nb = vec3(0.0);
for (int i = 0; i < N; i++) {
if (i == skip || uH[i] < 0.004) continue;
float x = barX(i); float a; float b; vec3 n1; vec3 n2;
if (boxHit(ro, rd, vec3(x - HW, 0.0, -HW), vec3(x + HW, uH[i], HW), a, b, n1, n2) && a > 0.0 && a < tb) { tb = a; te = b; ib = i; nb = n1; }
}
}
// A column as another column sees it: tinted straight through, with a sheen.
vec3 simpleBar(int i, vec3 ro, vec3 rd, float t, float te, vec3 n){
vec3 p = ro + rd * t;
vec3 nn = bevel(p, vec3(barX(i), 0.0, 0.0), vec3(HW, uH[i], HW), n, BEV);
float F = fresG(dot(-rd, nn));
return F * envR(p, reflect(rd, nn)) + (1.0 - F) * exp(-uSig[i] * (te - t)) * 0.92 * envR(ro + rd * te, rd);
}
vec3 outside(vec3 ro, vec3 rd, int self){
float tb; float te; int ib; vec3 nb; nearest(ro, rd, self, tb, te, ib, nb);
float tg = rd.y < -1e-4 ? -ro.y / rd.y : 1e9;
if (ib >= 0 && tb < tg) return simpleBar(ib, ro, rd, tb, te, nb);
if (tg < 1e8) return floorFar(ro + rd * tg, tg);
return env(rd);
}
// One ray into a column and every way it can leave.
vec3 shadeBar(int i, vec3 ro, vec3 rd, float t, vec3 nf){
float x = barX(i); float h = uH[i];
vec3 c = vec3(x, 0.0, 0.0); vec3 b = vec3(HW, h, HW);
vec3 lo = vec3(x - HW, 0.0, -HW); vec3 hi = vec3(x + HW, h, HW);
vec3 p = ro + rd * t;
vec3 n = wob(bevel(p, c, b, nf, BEV), p);
float F = fresG(dot(-rd, n));
vec3 col = F * outside(p + nf * 1e-3, reflect(rd, n), i);
// looking down the length of a column the colour would go to black: the tops are read at a shallower depth
vec3 thr = vec3(1.0 - F); vec3 sig = uSig[i] * (nf.y > 0.5 ? 0.3 : 1.0);
// a polished arris is a thin window onto the sky: light gets through it by the short way
float ar = arris(p, c, b, nf, BEV);
col += thr * ar * ar * exp(-sig * 0.07) * vec3(1.25, 1.2, 1.1);
thr *= 1.0 - 0.7 * ar * ar;
vec3 d = refract(rd, n, 1.0 / 1.5); vec3 o = p - nf * 1e-4;
for (int k = 0; k < 6; k++) {
float a; float e; vec3 n1; vec3 n2;
boxHit(o, d, lo, hi, a, e, n1, n2);
e = max(e, 0.0);
if (k == 0) {
for (int j = 0; j < 5; j++) {
vec4 sd = seed(i, j); if (sd.y < CH + 0.05) continue;
vec3 oc = o - sd.xyz; float bb = dot(oc, d); float hh = bb * bb - dot(oc, oc) + sd.w * sd.w;
if (hh > 0.0) { float ts = -bb - sqrt(hh); if (ts > 0.0 && ts < e) {
vec3 bn = normalize(o + d * ts - sd.xyz); float rim = 1.0 - clamp(dot(-d, bn), 0.0, 1.0);
vec3 tt = thr * exp(-sig * ts);
// air in glass: clear in the middle, a mirror ring round the edge
col += tt * smoothstep(0.3, 0.75, rim) * (0.25 + 0.75 * env(reflect(d, bn))) * 0.9;
thr *= 1.0 - 0.8 * smoothstep(0.3, 0.75, rim);
} }
}
}
o += d * e; thr *= exp(-sig * e);
if (n2.y < -0.5) return col + thr * floorLite(vec3(o.x, 0.0, o.z));
if (o.y < CH) return col + thr * vec3(0.3, 0.3, 0.32);
vec3 nn = wob(bevel(o, c, b, n2, BEV), o);
vec3 r = refract(d, -nn, 1.5);
if (dot(r, r) < 0.5) { d = reflect(d, -n2); o -= n2 * 1e-4; continue; }
float Fo = fres(dot(r, nn));
col += thr * (1.0 - Fo) * outside(o + n2 * 1e-3, r, i);
thr *= Fo;
if (max(thr.r, max(thr.g, thr.b)) < 0.03) return col;
d = reflect(d, -n2); o -= n2 * 1e-4;
}
return col + thr * vec3(0.4);
}
// The stainless collar each column slides through.
float collarHit(vec3 ro, vec3 rd, out int ic, out vec3 nc){
float tb = 1e9; ic = -1; nc = vec3(0.0);
for (int i = 0; i < N; i++) {
float x = barX(i); float a; float b; vec3 n1; vec3 n2;
if (boxHit(ro, rd, vec3(x - CW, 0.0, -CW), vec3(x + CW, CH, CW), a, b, n1, n2) && a > 0.0 && a < tb) { tb = a; ic = i; nc = n1; }
}
return tb;
}
vec3 shadeCollar(int i, vec3 p, vec3 nf, vec3 rd){
vec3 q = p - vec3(barX(i), 0.0, 0.0);
// flush with the floor: the glass shows in the frame as a tile
if (nf.y > 0.5 && max(abs(q.x), abs(q.z)) < HW) return floorLite(vec3(p.x, 0.0, p.z)) * exp(-uSig[i] * 0.35) + fres(-rd.y) * env(reflect(rd, nf));
vec3 n = bevel(p, vec3(barX(i), 0.0, 0.0), vec3(CW, CH, CW), nf, 0.012);
float inner = nf.y > 0.5 ? smoothstep(HW + 0.012, HW, max(abs(q.x), abs(q.z))) : 0.0;
vec3 s = outside(p + nf * 1e-3, reflect(rd, n), -1);
vec3 f0 = vec3(0.62, 0.63, 0.65);
vec3 f = f0 + (1.0 - f0) * pow(1.0 - clamp(dot(-rd, n), 0.0, 1.0), 5.0);
return f * s * (1.0 - 0.75 * inner) + vec3(0.05) * max(dot(n, uSun), 0.0);
}
vec3 shadeGround(vec3 gp, vec3 rd, vec2 rnd, float dist){
gTwo = true; vec3 col = floorLite(gp); gTwo = false;
if (dot(gp.xz, gp.xz) < 60.0) {
// a satin floor: at a low angle it carries a soft image of what stands on it
vec3 r = normalize(reflect(rd, vec3(0.0, 1.0, 0.0)) + vec3(rnd.x, 0.0, rnd.y) * 0.03);
float f = fres(-rd.y);
float tb; float te; int ib; vec3 nb; nearest(gp + vec3(0.0, 0.002, 0.0), r, -1, tb, te, ib, nb);
if (ib >= 0) {
vec3 m = simpleBar(ib, gp + vec3(0.0, 0.002, 0.0), r, tb, te, nb);
col = mix(col, m, clamp(f * 1.7 * exp(-tb * 0.5), 0.0, 0.5));
}
}
return mix(col, HAZE, smoothstep(9.0, 40.0, dist));
}
void main(){
vec2 fc = gl_FragCoord.xy + uJit.xy;
vec2 uv = (fc - 0.5 * uRes) / uRes.y - uShift;
vec3 fw = normalize(uTgt - uCam); vec3 rt = normalize(cross(vec3(0.0, 1.0, 0.0), fw)); vec3 up = cross(fw, rt);
vec3 rd = normalize(fw * uFoc + rt * uv.x + up * uv.y);
vec3 ro = uCam;
vec3 fp = ro + rd * (uFocus / dot(rd, fw));
ro += rt * 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);
// the sun has a width: each exposure looks at a different part of its disc
vec3 su = normalize(cross(uSun, vec3(0.0, 1.0, 0.0))); vec3 sv = cross(su, uSun);
gL = normalize(uSun + (su * rnd.x + sv * rnd.y) * 0.015);
gL2 = normalize(uSun - (su * rnd.x + sv * rnd.y) * 0.015); gTwo = false;
float tg = rd.y < 0.0 ? -ro.y / rd.y : 1e9;
float tb; float te; int ib; vec3 nb; nearest(ro, rd, -1, tb, te, ib, nb);
int ic; vec3 nc; float tc = collarHit(ro, rd, ic, nc);
vec3 col;
if (ic >= 0 && tc < tb && tc < tg) col = shadeCollar(ic, ro + rd * tc, nc, rd);
else if (ib >= 0 && tb < tg) col = shadeBar(ib, ro, rd, tb, nb);
else if (tg < 1e8) col = shadeGround(ro + rd * tg, rd, rnd, tg);
else col = env(rd);
col = min(col, vec3(24.0));
if (uDirect > 0.5) col = tone(col);
outC = vec4(col, 1.0);
}
`;
// Developing the negative: a little bloom off the hot highlights, the filmic curve, vignette, grain.
const POST = `#version 300 es
precision highp float;
out vec4 outC;
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 = texture(uAcc, uv).rgb;
vec2 px = 1.0 / uRes;
vec3 nb = texture(uAcc, uv + vec2(px.x, 0.0)).rgb + texture(uAcc, uv - vec2(px.x, 0.0)).rgb + texture(uAcc, uv + vec2(0.0, px.y)).rgb + texture(uAcc, uv - vec2(0.0, px.y)).rgb;
c = max(c + (c - nb * 0.25) * 0.45, 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 = texture(uAcc, uv + vec2(cos(a), sin(a)) * r * 0.02 * vec2(uRes.y / uRes.x, 1.0)).rgb;
b += min(max(s - 1.7, 0.0), vec3(6.0)) * (1.0 - 0.6 * r);
}
c += b * 0.01;
vec2 q = (uv - uCentre) * vec2(uRes.x / uRes.y, 1.0);
c *= 1.0 - 0.24 * smoothstep(0.4, 1.3, length(q));
c = tone(c);
// printed a touch harder and richer than the negative
c = mix(vec3(dot(c, vec3(0.299, 0.587, 0.114))), c, 1.14);
c = mix(c, c * c * (3.0 - 2.0 * c), 0.22);
c += (h21(gl_FragCoord.xy + uGrain * 91.7) - 0.5) * 0.018;
outC = vec4(c, 1.0);
}
`;
// The month names printed on the floor in front of the columns, drawn once as a flat plan.
function floorPrint() {
const W = 2048, H = 128, px = W / 5.2;
const cv = document.createElement("canvas");
cv.width = W; cv.height = H;
const g = cv.getContext("2d");
if (!g) return cv;
g.fillStyle = "#000"; g.fillRect(0, 0, W, H);
g.fillStyle = "#fff"; g.textAlign = "center"; g.textBaseline = "top";
g.font = `700 ${0.165 * px}px ${FONT}`;
labels.forEach((l, i) => g.fillText(l.toUpperCase().split("").join("\u200A"), (xOf(i) + 2.6) * px, 0.05 * px));
return cv;
}
const css = (c: [number, number, number], k = 1) => `rgb(${c.map((v) => Math.round(Math.min(1, v * k) * 255)).join(",")})`;
// No WebGL: the same chart from the front, built from gradients.
function Still({ values }: { values: number[] }) {
const top = Math.max(...sets.flatMap((s) => s.values));
return (
<div aria-hidden="true" className="absolute inset-x-0 top-[6%] mx-auto flex h-[46%] w-[86%] max-w-[560px] items-end justify-between lg:left-auto lg:right-[8%] lg:top-[18%] lg:mx-0 lg:h-[56%] lg:w-[46%]">
{values.map((v, i) => (
<div key={labels[i]} className="relative w-[11%]" style={{ height: `${(v / top) * 100}%` }}>
<div className="absolute left-0 top-full h-[70%] w-full origin-top-left skew-x-[52deg] blur-[3px]" style={{ background: `linear-gradient(180deg, ${css(glass[i])} 0%, transparent 100%)`, opacity: 0.75 }} />
<div className="absolute inset-0 rounded-[2px]" style={{ background: `linear-gradient(90deg, ${css(glass[i], 0.7)} 0%, ${css(glass[i], 1.15)} 5%, ${css(glass[i])} 9%, ${css(glass[i], 1.08)} 78%, ${css(glass[i], 0.72)} 80%, ${css(glass[i], 0.86)} 100%)`, boxShadow: "inset 0 2px 0 rgba(255,255,255,0.85), inset 1px 0 0 rgba(255,255,255,0.5), inset -1px 0 0 rgba(0,0,0,0.2)" }} />
<div className="absolute -inset-x-[9%] bottom-0 h-[5px] rounded-[1px]" style={{ background: "linear-gradient(180deg, #f4f5f6 0%, #8d9299 60%, #c9ccd1 100%)" }} />
</div>
))}
</div>
);
}
export default function RayTracedCastGlassColumnBarChart() {
const stage = useRef<HTMLDivElement>(null);
const canvas = useRef<HTMLCanvasElement>(null);
const hit = useRef<HTMLDivElement>(null);
const [set, setSet] = useState(0);
const [sel, setSel] = useState(-1);
const [hover, setHover] = useState(-1);
const [live, setLive] = useState<number[]>(sets[0].values);
const [shown, setShown] = useState<"wait" | "gl" | "still">("wait");
const api = useRef<{ go: (k: number, fromUser: boolean) => void; press: (i: number) => void; mark: (i: number) => void } | null>(null);
const selRef = useRef(-1);
useEffect(() => {
const box = stage.current, cv = canvas.current, pad = hit.current;
if (!box || !cv || !pad) return;
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const gl = cv.getContext("webgl2", { antialias: false, alpha: false, powerPreference: "high-performance" }) as WebGL2RenderingContext | null;
if (!gl) { setShown("still"); return; }
const canAcc = !!gl.getExtension("EXT_color_buffer_float") || !!gl.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 still = reduce || software; // no idle drift: draw, refine, then rest
const compile = (type: number, src: string) => {
const sh = gl.createShader(type);
if (!sh) return null;
gl.shaderSource(sh, src); gl.compileShader(sh);
return gl.getShaderParameter(sh, gl.COMPILE_STATUS) ? sh : null;
};
const link = (frag: string) => {
const v = compile(gl.VERTEX_SHADER, VERT), f = compile(gl.FRAGMENT_SHADER, 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)) { setShown("still"); return; }
const su = Object.fromEntries(["uRes", "uJit", "uSeed", "uCam", "uTgt", "uFoc", "uShift", "uFocus", "uH", "uSig", "uSel", "uSun", "uTex", "uDirect"].map((n) => [n, gl.getUniformLocation(scene, n)]));
const pu = post ? Object.fromEntries(["uAcc", "uRes", "uGrain", "uCentre"].map((n) => [n, gl.getUniformLocation(post, n)])) : {};
// absorption per unit of depth, from the colour that survives one column's thickness
const sig = new Float32Array(glass.flatMap((c) => c.map((v) => -Math.log(Math.max(0.003, Math.min(0.995, Math.pow(v, 2.2)))) / (HALF * 2))));
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, floorPrint());
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);
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);
// The accumulation plate: every frame is one more exposure blended onto it.
const acc = canAcc ? gl.createTexture() : null;
const fbo = canAcc ? gl.createFramebuffer() : null;
let W = 0, H = 0, scale = 1, cssW = 1, cssH = 1;
const start = sets[0].values.map((v) => v / SCALE);
const s = {
h: start.slice(), v: start.map(() => 0), to: start.slice(), next: start.slice(), at: start.map(() => 0),
dip: start.map(() => 0), dv: start.map(() => 0), set: 0,
px: 0, py: 0, sx: 0, sy: 0, sun: 0, count: 0, fresh: true, frame: 0, slow: 0, hover: -1,
visible: true, raf: 0, last: 0, t0: 0, touched: false, demoAt: 0, first: true, sent: "",
};
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;
// never more than about a million and a half pixels of tracing
const k = Math.min(1, Math.sqrt(1.45e6 / (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 (acc && fbo) {
gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, acc);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA16F, W, H, 0, gl.RGBA, gl.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; };
// The camera: a long lens, low and off to the left, so the row runs away from it.
const camera = () => {
const wide = cssW >= 1024, aspect = cssW / cssH;
const el = (wide ? 0.27 : 0.36) - s.sy * 0.012, az = (wide ? -0.5 : -0.3) + s.sx * 0.04, dist = 13;
const tgt = wide ? [0.3, 0.8, 0] : [0, 0.9, 0];
const cam = [tgt[0] + dist * Math.sin(az) * Math.cos(el), tgt[1] + dist * Math.sin(el), tgt[2] - dist * Math.cos(az) * Math.cos(el)];
const foc = wide ? 2.8 * Math.min(1, aspect / 1.55) : 1.28 * Math.min(1, aspect / 0.52);
// the camera stays level and the lens is shifted down instead, as for architecture: verticals stay vertical
const fall = ((cam[1] - tgt[1]) / Math.hypot(tgt[0] - cam[0], tgt[2] - cam[2])) * foc;
const fw = [tgt[0] - cam[0], 0, tgt[2] - cam[2]];
const fl = Math.hypot(fw[0], fw[1], fw[2]); fw[0] /= fl; fw[1] /= fl; fw[2] /= fl;
const rt = [fw[2], 0, -fw[0]]; const rl = Math.hypot(rt[0], rt[2]); rt[0] /= rl; rt[2] /= rl;
const up = [fw[1] * rt[2] - fw[2] * rt[1], fw[2] * rt[0] - fw[0] * rt[2], fw[0] * rt[1] - fw[1] * rt[0]];
const shift = wide ? [0.165 * aspect, -0.07 + fall] : [0, 0.2 + fall];
return { cam, tgt, fw, rt, up, foc, shift, wide };
};
// Which column a point on the screen is over.
const pick = (cx: number, cy: number) => {
const r = box.getBoundingClientRect(), c = camera();
const ux = (cx - r.left - r.width / 2) / r.height - c.shift[0], uy = (r.height / 2 - (cy - r.top)) / r.height - c.shift[1];
const d = [0, 1, 2].map((i) => c.fw[i] * c.foc + c.rt[i] * ux + c.up[i] * uy);
let best = -1, bt = 1e9;
for (let i = 0; i < N; i++) {
const lo = [xOf(i) - HALF - 0.04, 0, -HALF - 0.04], hi = [xOf(i) + HALF + 0.04, Math.max(s.h[i], 0.25), HALF + 0.04];
let tn = -1e9, tf = 1e9;
for (let a = 0; a < 3; a++) {
const inv = 1 / (Math.abs(d[a]) < 1e-6 ? 1e-6 : d[a]);
const t1 = (lo[a] - c.cam[a]) * inv, t2 = (hi[a] - c.cam[a]) * inv;
tn = Math.max(tn, Math.min(t1, t2)); tf = Math.min(tf, Math.max(t1, t2));
}
if (tf > Math.max(tn, 0) && tn < bt) { bt = tn; best = i; }
}
return best;
};
const draw = (alpha: number, sample: number) => {
const c = camera();
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)) * 0.065 : 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.uniform3f(su.uCam, c.cam[0], c.cam[1], c.cam[2]); gl.uniform3f(su.uTgt, c.tgt[0], c.cam[1], c.tgt[2]);
gl.uniform1f(su.uFoc, c.foc);
gl.uniform2f(su.uShift, c.shift[0], c.shift[1]);
gl.uniform1f(su.uFocus, (0.3 - c.cam[0]) * c.fw[0] + (0.8 - c.cam[1]) * c.fw[1] + (-0.2 - c.cam[2]) * c.fw[2]);
gl.uniform1fv(su.uH, s.h.map((h, i) => Math.max(0, h + s.dip[i])));
gl.uniform3fv(su.uSig, sig);
gl.uniform1f(su.uSel, s.hover >= 0 ? s.hover : selRef.current);
// the sun: behind the row and to the left, drifting a little
const sa = -0.62 + s.sun, se = 0.66;
gl.uniform3f(su.uSun, Math.sin(sa) * Math.cos(se), Math.sin(se), Math.cos(sa) * Math.cos(se));
gl.uniform1i(su.uTex, 0);
gl.uniform1f(su.uDirect, canAcc ? 0 : 1);
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, still ? 1 : s.frame % 64);
gl.uniform2f(pu.uCentre, c.wide ? 0.6 : 0.5, c.wide ? 0.45 : 0.66);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
};
const go = (k: number, fromUser: boolean) => {
if (fromUser) s.touched = true;
if (k === s.set) return;
s.set = k; setSet(k);
const now = performance.now();
// the change runs down the row: each column sets off a beat after the one before
sets[k].values.forEach((v, i) => { s.next[i] = v / SCALE; s.at[i] = now + i * 105; });
if (reduce) { s.next.forEach((v, i) => { s.h[i] = s.to[i] = v; s.v[i] = 0; }); s.count = 0; }
wake();
};
const press = (i: number) => { s.touched = true; if (!reduce) s.dv[i] -= 0.9; s.count = 0; wake(); };
const mark = () => { s.touched = true; s.count = Math.min(s.count, 1); wake(); };
api.current = { go, press, mark };
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 + 3800; }
// the self-running demo: it opens finished, holds, then swaps the two sets until someone touches it
if (!still && !s.touched && now > s.demoAt) { go(1 - s.set, false); s.demoAt = now + 4600; }
let moving = false, fast = false;
if (!reduce) {
const steps = 3, hh = dt / steps;
for (let i = 0; i < N; i++) {
if (s.to[i] !== s.next[i] && now >= s.at[i]) s.to[i] = s.next[i];
for (let k = 0; k < steps; k++) {
// heavy glass on a spring: it arrives late, goes a little past, and comes back once
const down = s.to[i] < s.h[i] - 0.002 || (s.v[i] < 0 && s.to[i] <= s.h[i] + 0.05);
s.v[i] += ((down ? 150 : 82) * (s.to[i] - s.h[i]) - (down ? 9.5 : 11.5) * s.v[i]) * hh; s.h[i] += s.v[i] * hh;
s.dv[i] += (-520 * s.dip[i] - 26 * s.dv[i]) * hh; s.dip[i] += s.dv[i] * hh;
}
if (Math.abs(s.v[i]) > 0.002 || Math.abs(s.to[i] - s.h[i]) > 0.0006 || s.to[i] !== s.next[i] || Math.abs(s.dip[i]) > 0.0006 || Math.abs(s.dv[i]) > 0.004) moving = true;
else { s.h[i] = s.to[i]; s.v[i] = 0; s.dip[i] = 0; s.dv[i] = 0; }
if (Math.abs(s.v[i]) > 0.1 || Math.abs(s.dv[i]) > 0.1) fast = true;
}
}
// the numbers on the page are read off the glass
const vals = s.h.map((h) => Math.round(h * SCALE));
const key = vals.join(",");
if (key !== s.sent) { s.sent = key; setLive(vals); }
if (!still) {
s.sx += (s.px - s.sx) * (1 - Math.exp(-dt * 3)); s.sy += (s.py - s.sy) * (1 - Math.exp(-dt * 3));
const t = (now - s.t0) / 1000;
s.sun = Math.sin(t * 0.33) * 0.09 + s.sx * 0.05;
moving = true;
}
if (s.fresh || !canAcc) { draw(1, 0); s.fresh = false; s.count = 1; }
else if (moving) { draw(fast ? 0.6 : still ? 0.5 : 0.1, 1 + (s.frame % 64)); s.count = still ? 1 : 6; }
else if (s.count < 48) { s.count++; draw(1 / s.count, s.count); }
if (s.first) { s.first = false; setShown("gl"); }
// measured, not guessed: if frames run long for a while, give up some resolution
if (!still && 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 || (!still && !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 over = (i: number) => { if (i !== s.hover) { s.hover = i; setHover(i); pad.style.cursor = i >= 0 ? "pointer" : "default"; s.count = Math.min(s.count, 1); wake(); } };
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 (e.pointerType === "mouse") over(e.target === pad ? pick(e.clientX, e.clientY) : -1);
if (!still) wake();
};
const click = (e: MouseEvent) => {
const i = pick(e.clientX, e.clientY);
s.touched = true;
const nextSel = i < 0 || i === selRef.current ? -1 : i;
selRef.current = nextSel; setSel(nextSel);
if (i >= 0) press(i); else mark();
};
const leave = () => { s.px = 0; s.py = 0; over(-1); };
box.addEventListener("pointermove", move);
pad.addEventListener("click", click);
box.addEventListener("pointerleave", leave);
const lost = (e: Event) => { e.preventDefault(); setShown("still"); };
cv.addEventListener("webglcontextlost", lost);
wake();
return () => {
cancelAnimationFrame(s.raf); ro.disconnect(); io.disconnect();
document.removeEventListener("visibilitychange", vis);
box.removeEventListener("pointermove", move); pad.removeEventListener("click", click);
box.removeEventListener("pointerleave", leave); cv.removeEventListener("webglcontextlost", lost);
api.current = null;
};
}, []);
const choose = (k: number) => {
if (api.current) api.current.go(k, true); else { setSet(k); setLive(sets[k].values); }
};
const toggleDay = (i: number) => {
const next = sel === i ? -1 : i;
selRef.current = next; setSel(next);
if (api.current) { if (next >= 0) api.current.press(i); else api.current.mark(i); }
};
const focus = hover >= 0 ? hover : sel;
const other = sets[1 - set];
const number = focus >= 0 ? live[focus] : sum(live);
const now = focus >= 0 ? sets[set].values[focus] : sum(sets[set].values);
const then = focus >= 0 ? other.values[focus] : sum(other.values);
const change = Math.round(((now - then) / then) * 100);
const line = focus >= 0 ? `bookings in ${months[focus]}` : sets[set].noun;
return (
<section className="relative isolate overflow-hidden bg-[#eeebe6] text-[#131419]" style={{ fontFamily: FONT }}>
<div ref={stage} className="relative mx-auto h-[760px] w-full max-w-[1600px]" style={{ background: "radial-gradient(90% 80% at 60% 60%, #f7f4ef 0%, #ece8e2 60%, #dcd7cf 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" && <Still values={live} />}
<div ref={hit} aria-hidden="true" className="absolute inset-x-0 top-0 h-[54%] select-none lg:inset-y-0 lg:left-[34%] lg:h-auto" />
<div className="pointer-events-none absolute inset-0 flex flex-col justify-end px-6 pb-7 sm:px-10 lg:justify-between lg:px-16 lg:pb-12 lg:pt-14">
<div>
<p className="hidden text-[11px] font-medium uppercase tracking-[0.34em] text-[#131419]/60 lg:block">Halden Rooms <span className="mx-2 text-[#131419]/30">/</span> bookings by month <span className="mx-2 text-[#131419]/30">/</span> demo data</p>
<div className="lg:mt-9">
<p className="text-[104px] font-medium leading-[0.8] tracking-[-0.07em] tabular-nums sm:text-[150px] lg:text-[208px]" aria-live="off">{fmt(number)}</p>
<p className="mt-4 flex max-w-[84vw] flex-wrap items-baseline gap-x-3 gap-y-1 lg:mt-6">
<span className="text-[20px] italic leading-snug text-[#131419]/80 lg:text-[25px]" style={{ fontFamily: SERIF }}>{line}</span>
<span className="text-[13px] font-semibold tabular-nums tracking-[-0.01em]" style={{ color: change >= 0 ? "#b3260f" : "#5b5f6b" }}>{change >= 0 ? "+" : "−"}{Math.abs(change)}% on {other.key.toLowerCase()}</span>
</p>
</div>
</div>
<div className="pointer-events-auto mt-5 lg:mt-0">
<div role="group" aria-label="Data set" className="inline-flex rounded-full bg-[#131419]/[0.07] p-1">
{sets.map((d, k) => (
<button key={d.key} type="button" aria-pressed={set === k} onClick={() => choose(k)} className={`h-10 rounded-full px-5 text-[13px] font-semibold tracking-[-0.01em] transition-colors duration-200 focus-visible:outline focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-[#131419] motion-reduce:transition-none ${set === k ? "bg-[#131419] text-white" : "text-[#131419]/70 hover:text-[#131419]"}`}>{d.key}</button>
))}
</div>
<ul className="mt-3 grid max-w-[26rem] grid-cols-6 gap-x-0.5" aria-label={`${sets[set].key}, bookings by month, demo data`}>
{labels.map((l, i) => (
<li key={l}>
<button type="button" aria-pressed={sel === i} aria-label={`${months[i]}: ${sets[set].values[i]} bookings`} onClick={() => toggleDay(i)} className={`flex h-11 w-full flex-col items-start justify-center rounded-[10px] px-1.5 text-left sm:px-2.5 transition-colors duration-200 focus-visible:outline focus-visible:outline-2 focus-visible:outline-offset-1 focus-visible:outline-[#131419] motion-reduce:transition-none ${focus === i ? "bg-[#131419]/[0.08]" : "hover:bg-[#131419]/[0.05]"}`}>
<span className="flex items-center gap-1.5 text-[10px] font-semibold uppercase tracking-[0.14em] text-[#131419]/60 sm:tracking-[0.2em]"><span className="h-1.5 w-1.5 shrink-0 rounded-full" style={{ background: css(glass[i], 0.92) }} />{l}</span>
<span className="text-[14px] font-semibold tabular-nums tracking-[-0.02em]">{sets[set].values[i]}</span>
</button>
</li>
))}
</ul>
</div>
</div>
<p className="pointer-events-none absolute bottom-12 right-16 hidden text-[11px] uppercase tracking-[0.3em] text-[#131419]/50 lg:block">Press a column</p>
<table className="sr-only">
<caption>Bookings by month, demo data</caption>
<thead><tr><th scope="col">Month</th>{sets.map((d) => <th key={d.key} scope="col">{d.key}</th>)}</tr></thead>
<tbody>
{months.map((m, i) => <tr key={m}><th scope="row">{m}</th>{sets.map((d) => <td key={d.key}>{d.values[i]}</td>)}</tr>)}
<tr><th scope="row">Total</th>{sets.map((d) => <td key={d.key}>{sum(d.values)}</td>)}</tr>
</tbody>
</table>
</div>
</section>
);
}
Install with one command: npx shadcn@latest add https://we.inc/r/ray-traced-cast-glass-column-bar-chart-that-rises-through-steel-collars-and-throws-amber-to-ruby-light-across-a-white-floor.json
Each column is an axis-aligned box, and a ray meets a box with three divisions and a few comparisons. The fragment shader bends the ray on the way in, follows it across the inside, mirrors it off any face it strikes beyond the critical angle and lets it out where it can. Colour is taken away along the distance travelled, which is why thick paths look deeper than thin ones.
For every point on the floor the shader walks toward the sun through the glass. If the path goes in one face and out the opposite one, the light keeps its direction and arrives tinted. If it leaves through a neighbouring face it is turned aside, so that strip of floor only receives a little coloured skylight. Real glass blocks in sunshine show the same split.
Yes. Each frame the heights of the columns are converted back to values and summed, and that is what the headline shows. While the columns are moving it passes through the values in between, and when they settle it lands on the exact total of the set.
The cost per pixel grows with the count because floor points test every column for shadow. Six to eight hold a steady frame rate on an ordinary laptop. The component also measures its own frame time and lowers its resolution if frames start to run long.
A front view made from CSS gradients: six coloured bars with skewed colour falling away from their feet, sized from the same numbers. The headline, the buttons and the table are ordinary markup and work the same.
Replace the `values` arrays with props or fetched numbers and call the same `go` path when they change. The columns will spring from wherever they are to the new heights, and the printed month names are redrawn from `labels` when the component mounts.
Related: Ray-Marched Glass Tube Range Slider with Ultramarine Liquid That Chases a Steel Bead and Pools Blue Light on Paper, Glass Test Tube Rack Bar Chart with Dyed Liquid That Rises, Sloshes and Settles on Each Value, Savings Chart of Minted Coin Stacks Where Each Deposit Drops a Coin That Wobbles and Settles.
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