A magnifying app dock built as a small still life. Six thick tiles of glazed stoneware, each with a raised enamel glyph, stand in a pocket milled out of a bar of aluminium that rests on a limestone desk by a window. Move the pointer along the row and the tiles nearest to it swell and rise out of the tray, pushing their neighbours aside, while their shadows on the metal and the stone change with their height. Click one and it hops twice, the way a launching app does, and a small frosted lamp in the front lip of the tray slides along to sit beneath it. Every pixel of the picture comes from one fragment shader that traces the scene: glossy glaze that thins to a pale line over each rounded edge, brushed and fly-cut metal that mirrors the tiles, soft window shadows and depth of field. The buttons are ordinary HTML laid exactly over the tiles, and the name of the open app is set large above the dock. On phones the camera steps back so all six tiles fit across the screen.
import { useEffect, useRef, useState, type KeyboardEvent } from "react";
// The apps in the dock. `glaze` is the tile, `ink` the raised enamel of its glyph, `path` the glyph (24 by 24, stroked).
const apps = [
{ id: "post", label: "Post", glaze: "#163f93", ink: "#efe6d3", line: "Four letters waiting, one from the framer about Thursday.", path: "M4 7h16v11H4z M4.5 7.5l7.5 6 7.5-6" },
{ id: "days", label: "Calendar", glaze: "#8c2219", ink: "#f1e7d4", line: "Kiln opening at eleven, then lunch on the bench outside.", path: "M5 6h14v13H5z M5 10.5h14 M9 3.5v4 M15 3.5v4 M9 14.5h.01 M12 14.5h.01 M15 14.5h.01" },
{ id: "lens", label: "Camera", glaze: "#1b1d20", ink: "#e9e1d1", line: "Morning light on the glaze test tiles, twelve frames.", path: "M5 12a7 7 0 1 0 14 0a7 7 0 1 0 -14 0 M9.2 12a2.8 2.8 0 1 0 5.6 0a2.8 2.8 0 1 0 -5.6 0" },
{ id: "notes", label: "Notes", glaze: "#d49a2c", ink: "#3b230c", line: "Three drafts since Monday and a list of glaze weights.", path: "M6 7h12 M6 12h12 M6 17h7" },
{ id: "tunes", label: "Music", glaze: "#8fb5a0", ink: "#163a2c", line: "A slow record for the afternoon throw, side two.", path: "M9.5 17V6.5l8.5-2v10.5 M9.5 17a2.2 2.2 0 1 1 -4.4 0a2.2 2.2 0 1 1 4.4 0 M18 15a2.2 2.2 0 1 1 -4.4 0a2.2 2.2 0 1 1 4.4 0" },
{ id: "tune", label: "Settings", glaze: "#ebe4d6", ink: "#173d8a", line: "Night shift from nine, and the studio printer is paired.", path: "M4.5 8h15 M4.5 16h15 M7 8a2.2 2.2 0 1 0 4.4 0a2.2 2.2 0 1 0 -4.4 0 M12.6 16a2.2 2.2 0 1 0 4.4 0a2.2 2.2 0 1 0 -4.4 0" },
];
const N = apps.length;
const PAPER = "#e7e1d7"; // the limestone desk as a screen colour, for the frame and the still picture
const FONT = '"Inter Tight", "Inter", ui-sans-serif, system-ui, -apple-system, "Segoe UI", sans-serif';
// Scene sizes in shader units. Each icon is a 1 by 1 tile; GAP is the space between tiles; the tray is milled from one bar.
const GAP = 0.22, FL = 0.08, TH = 0.3, TD = 0.6, WW = 0.12, LEAN = 0.12, PAD = 0.42;
const MAG = 0.62, REACH = 1.45; // how much the tile under the pointer grows, and how far the swell spreads
const lin = (hex: string) => [1, 3, 5].map((i) => Math.pow(parseInt(hex.slice(i, i + 2), 16) / 255, 2.2));
const v3 = (c: number[]) => `vec3(${c.map((n) => n.toFixed(4)).join(", ")})`;
const pick = (key: "glaze" | "ink", name: string) =>
`vec3 ${name}(float i){ ${apps.map((a, i) => `if (i < ${i}.5) return ${v3(lin(a[key]))};`).join(" ")} return vec3(0.5); }`;
const VERT = `ATTR vec2 aPos; void main(){ gl_Position = vec4(aPos, 0.0, 1.0); }`;
const TONE = `
vec3 tone(vec3 x){ vec3 c = 1.0 - exp(-max(x, 0.0) * 1.05); c = mix(c, c * c * (3.0 - 2.0 * c), 0.3); return pow(c, vec3(1.0 / 2.2)); }
`;
const SCENE = `
precision highp float;
uniform vec2 uRes; uniform vec4 uJit; uniform float uSeed; uniform float uDirect;
uniform vec3 uCam; uniform vec3 uTgt; uniform float uFoc; uniform float uFocus; uniform vec2 uShift;
uniform vec4 uIcon[${N}]; uniform vec4 uTray; uniform vec3 uSun; uniform sampler2D uTex;
const float IH = 0.5; const float IT = 0.13; const float IR = 0.225; const float IB = 0.075;
const float FL = ${FL.toFixed(3)}; const float TH = ${TH.toFixed(3)}; const float TD = ${TD.toFixed(3)}; const float WW = ${WW.toFixed(3)}; const float LEAN = ${LEAN.toFixed(3)};
const float WALLZ = 7.0; const float NI = ${N}.0;
const vec3 SUNC = vec3(1.0, 0.9, 0.78); const float SUNI = 3.3;
const vec3 STONE = vec3(0.74, 0.7, 0.63);
${pick("glaze", "glazeC")}
${pick("ink", "inkC")}
${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){ return 0.5 * n2(p) + 0.25 * n2(p * 2.03 + 7.1) + 0.125 * n2(p * 4.01 + 3.3) + 0.0625 * n2(p * 8.1 + 1.7); }
float sdRBox(vec3 p, vec3 b, float r){ vec3 d = abs(p) - b + r; return length(max(d, 0.0)) + min(max(d.x, max(d.y, d.z)), 0.0) - r; }
float smax(float a, float b, float k){ float h = max(k - abs(a - b), 0.0) / k; return max(a, b) + h * h * k * 0.25; }
// A glazed tile: a rounded square slab with soft, dipped edges.
float sdIcon(vec3 q){
vec2 a = abs(q.xy) - vec2(IH - IR); float d2 = length(max(a, 0.0)) + min(max(a.x, a.y), 0.0) - IR;
vec2 w = vec2(d2 + IB, abs(q.z) - IT + IB);
return min(max(w.x, w.y), 0.0) + length(max(w, 0.0)) - IB;
}
vec4 iconAt(float id){ vec4 c = uIcon[0];
${apps.map((_, i) => (i ? `if (id > ${i - 1}.5) c = uIcon[${i}];` : "")).join(" ")}
return c; }
// World to tile space: each tile stands on the pocket floor, leans back a little, and grows from its foot.
vec3 iLocal(vec3 p, vec4 ic){
vec3 q = (p - vec3(ic.x, FL + ic.y, 0.02)) / ic.z;
float c = cos(LEAN); float s = sin(LEAN);
q = vec3(q.x, q.y * c + q.z * s, -q.y * s + q.z * c);
q.y -= IH; return q;
}
vec3 iWorldDir(vec3 v){ float c = cos(LEAN); float s = sin(LEAN); return vec3(v.x, v.y * c - v.z * s, v.y * s + v.z * c); }
float dBound(vec3 p, vec4 ic){
vec3 c = vec3(ic.x, FL + ic.y + 0.52 * ic.z, 0.08 * ic.z); vec3 b = vec3(0.54, 0.58, 0.28) * ic.z + 0.02;
vec3 d = abs(p - c) - b; return length(max(d, 0.0)) + min(max(d.x, max(d.y, d.z)), 0.0);
}
float dTray(vec3 p){
float o = sdRBox(p - vec3(0.0, TH * 0.5, 0.0), vec3(uTray.x, TH * 0.5, TD), 0.07);
float k = sdRBox(p - vec3(0.0, FL + 1.0, 0.0), vec3(uTray.x - WW, 1.0, TD - WW), 0.07);
return smax(o, -k, 0.025);
}
vec2 map(vec3 p, float lim){
vec2 r = vec2(dTray(p), NI);
for (int i = 0; i < ${N}; i++) {
vec4 ic = uIcon[i];
float bb = dBound(p, ic);
float d = bb > lim ? bb : sdIcon(iLocal(p, ic)) * ic.z;
if (d < r.x) r = vec2(d, float(i));
}
return r;
}
float mapS(vec3 p){ return map(p, 0.6).x; }
vec3 nMap(vec3 p){ vec2 e = vec2(0.0012, -0.0012); return normalize(e.xyy * mapS(p + e.xyy) + e.yyx * mapS(p + e.yyx) + e.yxy * mapS(p + e.yxy) + e.xxx * mapS(p + e.xxx)); }
vec2 march(vec3 ro, vec3 rd, float tmax, int steps){
vec3 lo = vec3(-uTray.x - 0.12, -0.01, -TD - 0.3); vec3 hi = vec3(uTray.x + 0.12, 3.2, 1.0);
vec3 inv = 1.0 / (rd + vec3(1e-6)); vec3 t0 = (lo - ro) * inv; vec3 t1 = (hi - ro) * inv;
vec3 mn = min(t0, t1); vec3 mx = max(t0, t1);
float tn = max(max(mn.x, mn.y), max(mn.z, 0.0)); float tf = min(min(mx.x, mx.y), min(mx.z, tmax));
if (tn > tf) return vec2(-1.0);
float t = tn;
for (int i = 0; i < 110; i++) { if (i >= steps) break; vec2 h = map(ro + rd * t, 0.12); if (h.x < 0.0007) return vec2(t, h.y); t += h.x; if (t > tf) break; }
return vec2(-1.0);
}
// The desk and the wall behind it are flat, so they are hit exactly.
float hitStatic(vec3 ro, vec3 rd, out vec3 n){
float t = 1e9; n = vec3(0.0, 1.0, 0.0);
if (rd.y < 0.0) { float ty = -ro.y / rd.y; if (ty > 0.0) t = ty; }
if (rd.z > 0.0) { float tw = (WALLZ - ro.z) / rd.z; if (tw > 0.0 && tw < t) { t = tw; n = vec3(0.0, 0.0, -1.0); } }
return t;
}
// Daylight through a tall window off to the left: the panes and glazing bars fall across the desk.
float windowLight(vec3 p){
vec3 u = normalize(cross(uSun, vec3(0.0, 1.0, 0.0))); vec3 v = cross(u, uSun);
vec2 w = vec2(dot(p, u), dot(p, v)) - vec2(1.2, 0.2);
float open = smoothstep(0.5, -0.5, max(abs(w.x) - 7.5, abs(w.y) - 5.0));
vec2 g = abs(fract(w / vec2(6.2, 4.6) + 0.5) - 0.5) * vec2(6.2, 4.6);
return open * (0.2 + 0.8 * smoothstep(0.02, 0.16, g.x) * smoothstep(0.02, 0.16, g.y));
}
float gJit = 0.5;
float softShadow(vec3 ro){
float res = 1.0; float t = 0.01 + 0.03 * gJit;
for (int i = 0; i < 46; i++) {
float h = mapS(ro + uSun * t);
res = min(res, 10.0 * h / t);
t += clamp(h, 0.01, 0.14) * (0.85 + 0.3 * gJit); if (res < 0.003 || t > 5.0) break;
}
res = clamp(res, 0.0, 1.0); return res * res * (3.0 - 2.0 * res);
}
float occl(vec3 p, vec3 n){
float o = 0.0; float w = 1.0;
for (int i = 1; i < 6; i++) { float h = 0.03 * float(i * i) + 0.008; o += w * (h - mapS(p + n * h)); w *= 0.6; }
return clamp(1.0 - 2.4 * o, 0.0, 1.0);
}
// The room the glaze and metal mirror: a bright window on the left, pale walls, a darker floor.
vec3 env(vec3 rd){
float el = asin(clamp(rd.y, -1.0, 1.0)); float az = atan(rd.x, -rd.z);
vec3 c = mix(vec3(0.26, 0.23, 0.2), vec3(0.78, 0.78, 0.8), smoothstep(-0.35, 0.55, rd.y));
vec2 w = vec2(az + 0.75, el - 0.32);
float fr = smoothstep(0.02, -0.02, max(abs(w.x) - 0.5, abs(w.y) - 0.42));
vec2 g = abs(fract(w / vec2(0.33, 0.28) + 0.5) - 0.5) * vec2(0.33, 0.28);
c += vec3(1.0, 0.98, 0.94) * 7.0 * fr * smoothstep(0.008, 0.016, g.x) * smoothstep(0.008, 0.016, g.y) * (0.7 + 0.3 * smoothstep(-0.3, 0.4, w.y));
vec2 w2 = vec2(az - 0.9, el - 0.25);
c += vec3(0.95, 0.97, 1.0) * 2.2 * smoothstep(0.08, -0.08, max(abs(w2.x) - 0.35, abs(w2.y) - 0.3));
// a broad overcast softbox above and behind the camera: the long highlight across every tile face
vec2 w3 = vec2(az + 0.1, el - 0.62);
c += vec3(1.0, 0.99, 0.97) * 3.2 * smoothstep(0.12, -0.12, max(abs(w3.x) - 1.1, abs(w3.y) - 0.14));
c += SUNC * 30.0 * smoothstep(0.996, 0.999, dot(rd, uSun));
return c;
}
// Limestone desk and a limewashed wall: mottled, lit by the window, with colour thrown off the glaze nearby.
vec3 desk(vec3 p, vec3 n, float full){
vec2 pq = n.y > 0.5 ? p.xz : p.xy + vec2(0.0, 9.0);
float mott = fbm(pq * 0.9) - 0.5; float fine = n2(pq * 70.0) - 0.5; float vein = fbm(pq * vec2(0.6, 2.4) + mott * 2.0);
vec3 alb = STONE * (1.0 + 0.1 * mott + 0.035 * fine) * (1.0 - 0.07 * smoothstep(0.55, 0.62, vein));
if (n.z < -0.5) alb = vec3(0.84, 0.76, 0.66) * (1.0 + 0.06 * mott) * (0.8 + 0.25 * smoothstep(0.0, 5.0, p.y));
float ndl = max(dot(n, uSun), 0.0);
float win = windowLight(p);
float sh = 1.0; float ao = 1.0;
if (full > 0.5 && n.y > 0.5) { if (win > 0.02) sh = softShadow(p + n * 0.003); ao = occl(p, n); }
vec3 sky = mix(vec3(0.62, 0.58, 0.53), vec3(0.76, 0.8, 0.88), 0.5 + 0.5 * n.y);
vec3 col = alb * (SUNC * SUNI * ndl * win * sh + sky * 0.95 * ao);
if (full > 0.5 && n.y > 0.5) {
for (int i = 0; i < ${N}; i++) {
vec4 ic = uIcon[i]; if (dBound(p, ic) > 1.0) continue;
float d = max(sdIcon(iLocal(p, ic)) * ic.z, 0.0);
col += glazeC(float(i)) * alb * 0.35 * exp(-d * 10.0) * (0.3 + 0.7 * win);
}
}
// a quiet sheen on the honed stone where the window reflects
float nv = max(n.y, 0.0);
return col + env(reflect(normalize(p - uCam), n)) * 0.02 * nv * (full > 0.5 ? ao : 1.0);
}
vec3 stage(vec3 ro, vec3 rd){
vec3 n; float t = hitStatic(ro, rd, n);
if (t > 1e8) return env(rd);
return desk(ro + rd * t, n, 0.0);
}
vec3 nIcon(vec3 q){ vec2 e = vec2(0.001, -0.001); return normalize(e.xyy * sdIcon(q + e.xyy) + e.yyx * sdIcon(q + e.yyx) + e.yxy * sdIcon(q + e.yxy) + e.xxx * sdIcon(q + e.xxx)); }
// What a reflection meets: a tile (shaded simply), the tray again, or the room.
vec3 traceRefl(vec3 ro, vec3 rd){
vec2 h = march(ro, rd, 12.0, 44);
if (h.x < 0.0) return stage(ro, rd);
vec3 p = ro + rd * h.x;
if (h.y < NI - 0.5) {
vec4 ic = iconAt(h.y); vec3 n = iWorldDir(nIcon(iLocal(p, ic)));
return glazeC(h.y) * (vec3(0.7, 0.72, 0.76) * (0.5 + 0.5 * n.y) + SUNC * 1.6 * max(dot(n, uSun), 0.0)) + env(reflect(rd, n)) * 0.06;
}
return env(rd) * vec3(0.55, 0.56, 0.58);
}
// Glazed stoneware: glossy, deep colour, pale where the glaze breaks thin over an edge, raised enamel glyph.
vec3 shadeIcon(vec3 p, vec3 rd, float id, vec2 rnd){
vec4 ic = iconAt(id);
vec3 q = iLocal(p, ic); vec3 nl = nIcon(q);
float edge = smoothstep(0.12, 0.42, 1.0 - max(abs(nl.x), max(abs(nl.y), abs(nl.z))));
float front = smoothstep(0.7, 0.95, -nl.z);
vec2 uv = clamp(q.xy / (2.0 * IH) + 0.5, 0.0, 1.0);
vec2 au = vec2((id + uv.x) / NI, 1.0 - uv.y);
float du = 0.004;
float h = TEXL(uTex, au, 0.0).r * front;
float hx = (TEXL(uTex, au + vec2(du / NI, 0.0), 0.0).r - TEXL(uTex, au - vec2(du / NI, 0.0), 0.0).r) * front;
float hy = (TEXL(uTex, au - vec2(0.0, du), 0.0).r - TEXL(uTex, au + vec2(0.0, du), 0.0).r) * front;
vec2 wq = q.xy * 1.6 + id * 3.7;
float wv = fbm(wq); float wx = fbm(wq + vec2(0.04, 0.0)) - wv; float wy = fbm(wq + vec2(0.0, 0.04)) - wv;
vec3 nb = normalize(nl - vec3(hx, hy, 0.0) * 1.3 + vec3(wx, wy, 0.0) * 0.16 * (1.0 - edge));
vec3 n = iWorldDir(nb);
vec3 G = glazeC(id);
float run = fbm(vec2(q.x * 5.0 + id * 4.0, q.y * 1.3 + 0.5 * fbm(q.xy * 3.0)));
vec3 alb = G * (0.84 + 0.3 * run);
alb = mix(alb, mix(G, vec3(0.86, 0.78, 0.64), 0.45), edge * 0.8);
alb *= 1.0 - 0.18 * smoothstep(0.1, 0.5, uv.y) * (1.0 - uv.y) * (1.0 - edge);
float sp = h21(floor(q.xy * 150.0) + id * 13.0); alb *= 1.0 - 0.45 * step(0.988, sp);
float g = smoothstep(0.3, 0.62, h);
alb = mix(alb, inkC(id) * (0.95 + 0.08 * n2(q.xy * 40.0)), g);
vec3 wp = p + n * 0.003;
float ndl = dot(n, uSun);
float win = windowLight(p);
float sh = ndl > 0.0 ? softShadow(wp) : 0.0;
float ao = occl(p, n);
vec3 sky = mix(vec3(0.58, 0.54, 0.5), vec3(0.8, 0.84, 0.92), 0.5 + 0.5 * n.y);
float wrap = max((ndl + 0.2) / 1.2, 0.0);
vec3 dif = alb * (SUNC * SUNI * wrap * (0.35 + 0.65 * win) * sh + sky * 1.2 * ao);
float nv = clamp(dot(-rd, n), 0.0, 1.0);
float f = 0.045 + 0.955 * pow(1.0 - nv, 5.0);
vec3 r = normalize(reflect(rd, n) + vec3(rnd, rnd.x) * 0.01);
vec3 refl = traceRefl(wp, r) * (0.3 + 0.7 * ao);
vec3 hv = normalize(uSun - rd); float nh = max(dot(n, hv), 0.0);
float a2 = 0.003; float dd = nh * nh * (a2 - 1.0) + 1.0; float spec = a2 / (3.14159 * dd * dd);
return dif * (1.0 - f) + refl * f + SUNC * SUNI * spec * 0.05 * max(ndl, 0.0) * sh;
}
// Milled aluminium: brushed along the bar on the outside, fly-cut arcs on the pocket floor, a lit dot under the open app.
vec3 shadeTray(vec3 p, vec3 rd, vec2 rnd){
vec3 n = nMap(p);
float floorP = step(p.y, FL + 0.012) * step(0.6, n.y);
if (n.y > 0.6 && floorP < 0.5) n = normalize(n + vec3(0.0, 0.0, (n2(vec2(p.x * 2.0, p.z * 700.0)) - 0.5) * 0.05));
else if (n.z < -0.6) n = normalize(n + vec3(0.0, (n2(vec2(p.x * 2.0, p.y * 900.0)) - 0.5) * 0.05, 0.0));
if (floorP > 0.5) { float cx = mod(p.x, 0.36) - 0.18; float arc = length(vec2(cx, p.z + 0.9)); n = normalize(n + vec3(cx, 0.0, 0.0) * 0.0 + vec3(0.0, 0.0, sin(arc * 520.0) * 0.012 + (n2(vec2(arc * 300.0, p.x)) - 0.5) * 0.03)); }
vec3 wp = p + n * 0.003;
float ndl = dot(n, uSun);
float win = windowLight(p);
float sh = ndl > 0.0 ? softShadow(wp) : 0.0;
float ao = occl(p, n);
float nv = clamp(dot(-rd, n), 0.0, 1.0);
vec3 F0 = vec3(0.9, 0.91, 0.92);
vec3 F = F0 + (1.0 - F0) * pow(1.0 - nv, 5.0);
float rough = floorP > 0.5 ? 0.11 : 0.07;
vec3 r = normalize(reflect(rd, n) + (floorP > 0.5 ? vec3(rnd.x, rnd.y * 0.4, rnd.y) * rough : vec3(rnd.x * 0.3, rnd.y * 0.015, rnd.y * 0.02)));
vec3 refl = traceRefl(wp, r) * (0.25 + 0.75 * ao);
vec3 hv = normalize(uSun - rd); float nh = max(dot(n, hv), 0.0);
float a2 = 0.02; float dd = nh * nh * (a2 - 1.0) + 1.0; float spec = a2 / (3.14159 * dd * dd);
vec3 col = refl * F * 0.92 + F * SUNC * SUNI * spec * 0.12 * max(ndl, 0.0) * sh * (0.4 + 0.6 * win);
// a little bead-blasted scatter keeps the shadow side from going black
col += vec3(0.5, 0.51, 0.53) * (SUNC * SUNI * max(ndl, 0.0) * sh * win * 0.06 + 0.1 * ao);
// glaze colour bounced onto the floor of the pocket
if (floorP > 0.5) for (int i = 0; i < ${N}; i++) { vec4 ic = uIcon[i]; float d = max(sdIcon(iLocal(p, ic)) * ic.z, 0.0); col += glazeC(float(i)) * 0.16 * exp(-d * 12.0) * ao; }
// the lamp: a small frosted dot set into the front lip, with its light spilling along the brushing
if (p.y > TH - 0.02 && n.y > 0.5) {
vec2 c = vec2(uTray.y, -TD + 0.06); vec2 d = (p.xz - c) * vec2(1.0, 1.0);
float r0 = length(d);
vec3 led = vec3(1.0, 0.5, 0.16);
col *= 1.0 - 0.6 * smoothstep(0.058, 0.046, r0) * (1.0 - smoothstep(0.046, 0.038, r0));
col = mix(col, led * (3.5 + 6.0 * uTray.z), smoothstep(0.05, 0.036, r0));
col += led * uTray.z * (exp(-abs(d.x) * 9.0) * exp(-abs(d.y) * 50.0) * 0.8 + exp(-r0 * 22.0) * 1.0);
}
return col;
}
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); gJit = ign;
float ang = ign * 6.2831853; vec2 rnd = vec2(cos(ang), sin(ang)) * sqrt(fract(ign * 7.13 + uSeed * 3.7)) * step(0.001, uSeed);
vec3 n; float ts = hitStatic(ro, rd, n);
vec2 h = march(ro, rd, min(ts, 60.0), 110);
vec3 col;
if (h.x > 0.0) { vec3 p = ro + rd * h.x; col = h.y < NI - 0.5 ? shadeIcon(p, rd, h.y, rnd) : shadeTray(p, rd, rnd); }
else col = ts < 1e8 ? desk(ro + rd * ts, n, 1.0) : env(rd);
col = min(col, vec3(12.0));
if (uDirect > 0.5) col = tone(col);
outC = vec4(col, 1.0);
}
`;
// Developing the frame: bloom off the lamp and the glints, the film curve, a soft vignette and grain.
const POST = `
precision highp float;
uniform sampler2D uAcc; uniform vec2 uRes; uniform float uGrain;
${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;
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 * 0.022 * vec2(uRes.y / uRes.x, 1.0)).rgb;
b += min(max(s - 2.6, 0.0), vec3(10.0)) * (1.0 - 0.7 * r);
}
c += b * 0.03;
c += vec3(1.0, 0.86, 0.66) * 0.1 * smoothstep(1.2, 0.0, length((uv - vec2(-0.1, 1.1)) * vec2(uRes.x / uRes.y, 1.0) * 0.75));
vec2 q = (uv - 0.5) * vec2(uRes.x / uRes.y, 1.0);
c *= 1.0 - 0.18 * smoothstep(0.45, 1.35, length(q));
c = tone(c);
c += (h21(gl_FragCoord.xy + uGrain * 91.7) - 0.5) * 0.016;
outC = vec4(c, 1.0);
}
`;
// The raised glyphs, as a height plate: one square per app, white where the enamel stands proud.
function glyphPlate() {
const S = 256;
const cv = document.createElement("canvas");
cv.width = S * N; cv.height = S;
const g = cv.getContext("2d");
if (!g) return cv;
g.fillStyle = "#000"; g.fillRect(0, 0, cv.width, cv.height);
g.strokeStyle = "#fff"; g.fillStyle = "#fff"; g.lineCap = "round"; g.lineJoin = "round";
apps.forEach((a, i) => {
g.save();
g.translate(S * i + S * 0.18, S * 0.18);
g.scale((S * 0.64) / 24, (S * 0.64) / 24);
g.filter = "blur(2.5px)";
g.lineWidth = 2.3;
g.stroke(new Path2D(a.path));
g.restore();
});
return cv;
}
type Cam = { cam: number[]; fw: number[]; rt: number[]; up: number[]; foc: number; dist: number; tgt: number[]; shift: number };
const sub = (a: number[], b: number[]) => a.map((v, i) => v - b[i]);
const dot = (a: number[], b: number[]) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const norm = (a: number[]) => { const l = Math.hypot(a[0], a[1], a[2]); return a.map((v) => v / l); };
const cross = (a: number[], b: number[]) => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
const REST_HALF = (N + (N - 1) * GAP) / 2;
const restX = (i: number) => -REST_HALF + 0.5 + i * (1 + GAP);
// One camera for the shader and the HTML over it, so each button sits on its tile.
function camera(w: number, h: number, px = 0, py = 0): Cam {
const desk = w >= 768, aspect = w / h;
const dist = desk ? 11 : 15;
const el = (desk ? 0.4 : 0.42) + py * 0.025, az = -0.1 + px * 0.05;
const tgt = [0, 0.55, 0];
const foc = (dist * aspect * 0.5) / ((REST_HALF + PAD + 0.8) / (desk ? 0.76 : 0.82));
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 fw = norm(sub(tgt, cam)); const rt = norm(cross([0, 1, 0], fw)); const up = cross(fw, rt);
return { cam, fw, rt, up, foc, dist, tgt, shift: desk ? -0.13 : -0.2 };
}
function project(c: Cam, p: number[], w: number, h: number) {
const d = sub(p, c.cam); const z = dot(d, c.fw);
return [w / 2 + (dot(d, c.rt) / z) * c.foc * h, h / 2 - ((dot(d, c.up) / z) * c.foc + c.shift) * h];
}
// Where a screen point meets the upright plane through the tiles (z = 0), in scene units.
function unproject(c: Cam, x: number, y: number, w: number, h: number) {
const ux = (x - w / 2) / h, uy = (h / 2 - y) / h - c.shift;
const rd = [0, 1, 2].map((k) => c.fw[k] * c.foc + c.rt[k] * ux + c.up[k] * uy);
const t = -c.cam[2] / rd[2];
return [c.cam[0] + rd[0] * t, c.cam[1] + rd[1] * t];
}
// Where each tile sits for a given set of sizes: they push their neighbours aside as they swell.
function layoutX(sc: number[]) {
const widths = sc.map((s) => s), total = widths.reduce((a, b) => a + b, 0) + GAP * (N - 1);
let x = -total / 2;
return { xs: widths.map((wd) => { const c = x + wd / 2; x += wd + GAP; return c; }), half: total / 2 + PAD };
}
// The box around a tile on screen, for its button.
function tileBox(c: Cam, x: number, y: number, s: number, w: number, h: number) {
const pts = [[x - s / 2, FL + y, -0.2], [x + s / 2, FL + y, -0.2], [x - s / 2, FL + y + s * Math.cos(LEAN), s * Math.sin(LEAN) - 0.2], [x + s / 2, FL + y + s * Math.cos(LEAN), s * Math.sin(LEAN) - 0.2]].map((p) => project(c, p, w, h));
const xs = pts.map((p) => p[0]), ys = pts.map((p) => p[1]);
return { x: Math.min(...xs), y: Math.min(...ys), w: Math.max(...xs) - Math.min(...xs), h: Math.max(...ys) - Math.min(...ys) };
}
// No WebGL: the same dock drawn flat through the same camera.
function Still({ w, h, active }: { w: number; h: number; active: number }) {
if (w < 2) return null;
const c = camera(w, h);
const sc = apps.map((_, i) => 1 + MAG * Math.exp(-Math.pow((restX(i) - restX(2)) / REACH, 2)));
const { xs, half } = layoutX(sc);
const P = (p: number[]) => project(c, p, w, h).map((v) => v.toFixed(1)).join(",");
const poly = (pts: number[][]) => pts.map(P).join(" ");
const top = poly([[-half, TH, -TD], [half, TH, -TD], [half, TH, TD], [-half, TH, TD]]);
const front = poly([[-half, 0, -TD], [half, 0, -TD], [half, TH, -TD], [-half, TH, -TD]]);
const dot0 = project(c, [xs[active], TH, -TD + 0.06], w, h);
return (
<svg aria-hidden="true" className="absolute inset-0 h-full w-full" viewBox={`0 0 ${w} ${h}`} preserveAspectRatio="none">
<defs>
<linearGradient id="stoneware-dock-desk" x1="0" y1="0" x2="0.4" y2="1"><stop offset="0" stopColor="#efebe4" /><stop offset="0.55" stopColor={PAPER} /><stop offset="1" stopColor="#cfc6b8" /></linearGradient>
<linearGradient id="stoneware-dock-alu" x1="0" y1="0" x2="1" y2="0"><stop offset="0" stopColor="#b9bcc0" /><stop offset="0.3" stopColor="#eef0f2" /><stop offset="0.7" stopColor="#c9ccd0" /><stop offset="1" stopColor="#a9adb2" /></linearGradient>
<linearGradient id="stoneware-dock-gloss" x1="0" y1="0" x2="0.6" y2="1"><stop offset="0" stopColor="#fff" stopOpacity="0.45" /><stop offset="0.4" stopColor="#fff" stopOpacity="0.05" /><stop offset="1" stopColor="#000" stopOpacity="0.15" /></linearGradient>
<filter id="stoneware-dock-soft"><feGaussianBlur stdDeviation="9" /></filter>
</defs>
<rect width={w} height={h} fill="url(#stoneware-dock-desk)" />
<polygon points={poly([[-half + 0.3, 0, -TD + 0.2], [half + 1.2, 0, -TD + 0.2], [half + 1.6, 0, TD + 0.9], [-half + 0.6, 0, TD + 0.9]])} fill="rgba(70,58,44,0.3)" filter="url(#stoneware-dock-soft)" />
<polygon points={top} fill="url(#stoneware-dock-alu)" stroke="#d8dbde" strokeWidth="6" strokeLinejoin="round" />
<polygon points={front} fill="#9da1a7" stroke="#9da1a7" strokeWidth="6" strokeLinejoin="round" />
{apps.map((a, i) => {
const b = tileBox(c, xs[i], (sc[i] - 1) * 0.42, sc[i], w, h);
const r = b.w * 0.24;
return (
<g key={a.id}>
<rect x={b.x} y={b.y} width={b.w} height={b.h} rx={r} fill={a.glaze} />
<rect x={b.x} y={b.y} width={b.w} height={b.h} rx={r} fill="url(#stoneware-dock-gloss)" />
<g transform={`translate(${b.x + b.w * 0.18} ${b.y + b.h * 0.18}) scale(${(b.w * 0.64) / 24} ${(b.h * 0.64) / 24})`}>
<path d={a.path} fill="none" stroke={a.ink} strokeWidth="2.1" strokeLinecap="round" strokeLinejoin="round" />
</g>
</g>
);
})}
<circle cx={dot0[0]} cy={dot0[1]} r="3.5" fill="#ffb35c" />
<circle cx={dot0[0]} cy={dot0[1]} r="12" fill="#ff9a3c" opacity="0.25" />
</svg>
);
}
export default function GlazedStonewareAppDock() {
const [active, setActive] = useState(2);
const [shown, setShown] = useState<"wait" | "gl" | "still">("wait");
const [view, setView] = useState<[number, number]>([0, 0]);
const [tip, setTip] = useState(-1);
const stage = useRef<HTMLDivElement>(null);
const canvas = useRef<HTMLCanvasElement>(null);
const btns = useRef<(HTMLButtonElement | null)[]>([]);
const tipEl = useRef<HTMLDivElement>(null);
const api = useRef<{ open: (i: number, user: boolean) => void; hover: (i: number) => void } | null>(null);
const activeRef = useRef(2);
const open = (i: number, user = true) => {
activeRef.current = i;
setActive(i);
api.current?.open(i, user);
};
useEffect(() => {
const box = stage.current, cv = canvas.current;
if (!box || !cv) return;
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let cssW = 1, cssH = 1;
const s = {
sc: apps.map(() => 1), sv: apps.map(() => 0), by: apps.map(() => 0), bv: apps.map(() => 0), hops: apps.map(() => 0),
hx: restX(2) as number | null, sx: 0, sy: 0, px: 0, py: 0, dot: 2, glow: 1, dotX: restX(2),
count: 0, fresh: true, frame: 0, slow: 0, visible: true, raf: 0, last: 0, t0: 0, touched: false, alive: true,
focusI: -1, tip: -1, fpsN: 0, fpsT: 0, nextDemo: 0, demoStep: 0,
};
// the first picture: the camera tile already swollen under a resting pointer
s.sc = apps.map((_, i) => 1 + MAG * Math.exp(-Math.pow((restX(i) - restX(2)) / REACH, 2)));
s.by = s.sc.map((v) => (v - 1) * 0.42);
const place = () => {
const c = camera(cssW, cssH, s.sx, s.sy);
const { xs } = layoutX(s.sc);
apps.forEach((_, i) => {
const el = btns.current[i]; if (!el) return;
const b = tileBox(c, xs[i], s.by[i], s.sc[i], cssW, cssH);
el.style.transform = `translate(${(b.x - 4).toFixed(1)}px, ${(b.y - 4).toFixed(1)}px)`;
el.style.width = `${(b.w + 8).toFixed(1)}px`; el.style.height = `${(b.h + 8).toFixed(1)}px`;
});
const t = tipEl.current;
if (t && s.tip >= 0) {
const b = tileBox(c, xs[s.tip], s.by[s.tip], s.sc[s.tip], cssW, cssH);
t.style.transform = `translate(${(b.x + b.w / 2).toFixed(1)}px, ${(b.y - 12).toFixed(1)}px) translate(-50%, -100%)`;
}
};
const setTipI = (i: number) => { if (s.tip !== i) { s.tip = i; setTip(i); } };
const resizeView = () => { const r = box.getBoundingClientRect(); cssW = Math.max(1, r.width); cssH = Math.max(1, r.height); setView([cssW, cssH]); place(); };
resizeView();
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;
if (!gl) { setShown("still"); const r0 = new ResizeObserver(resizeView); r0.observe(box); return () => r0.disconnect(); }
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 software = /swiftshader|llvmpipe|software|basic render/i.test(info ? String(gl.getParameter(info.UNMASKED_RENDERER_WEBGL)) : "");
const head = gl2 ? "#version 300 es\n#define ATTR in\n" : "#define ATTR attribute\n";
const fhead = gl2 ? "#version 300 es\n#define texture2D texture\n#define TEXL(s, uv, l) textureLod(s, uv, l)\nprecision highp float;\nout vec4 outC;\n" : "#define outC gl_FragColor\n#define TEXL(s, uv, l) texture2D(s, uv)\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)) { setShown("still"); return; }
const U = (p: WebGLProgram, n: string) => gl.getUniformLocation(p, n);
const su = Object.fromEntries(["uRes", "uJit", "uSeed", "uDirect", "uCam", "uTgt", "uFoc", "uFocus", "uShift", "uIcon", "uTray", "uSun", "uTex"].map((n) => [n, U(scene, n)]));
const pu = post ? Object.fromEntries(["uAcc", "uRes", "uGrain"].map((n) => [n, U(post, n)])) : {};
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, gl.createTexture());
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, gl.LUMINANCE, gl.UNSIGNED_BYTE, glyphPlate());
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);
const acc = canAcc ? gl.createTexture() : null;
const fbo = canAcc ? gl.createFramebuffer() : null;
let W = 0, H = 0, scale = 1;
const size = () => {
const dpr = Math.min(software ? 1 : 1.5, window.devicePixelRatio || 1) * scale;
const k = Math.min(1, Math.sqrt(1.3e6 / (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.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, acc, 0);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.activeTexture(gl.TEXTURE0);
}
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 c = camera(cssW, cssH, s.sx, s.sy);
const { xs, half } = layoutX(s.sc);
const fd = dot(sub([0, 0.45, -0.3], c.cam), c.fw);
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)) * 0.16 : 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.uDirect, canAcc ? 0 : 1);
gl.uniform3fv(su.uCam, c.cam); gl.uniform3fv(su.uTgt, c.tgt);
gl.uniform1f(su.uFoc, c.foc); gl.uniform1f(su.uFocus, fd); gl.uniform2f(su.uShift, 0, c.shift);
gl.uniform4fv(su.uIcon, apps.flatMap((_, i) => [xs[i], s.by[i], s.sc[i], 0]));
s.dotX += (xs[s.dot] - s.dotX) * 0.35;
gl.uniform4f(su.uTray, half, xs[s.dot], s.glow, 0);
const sa = -1.62, se = 0.6; // the sun: from the left and a little behind, so shadows fall toward you
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.drawArrays(gl.TRIANGLES, 0, 3);
if (canAcc && post) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.disable(gl.BLEND);
gl.useProgram(post);
gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, acc);
gl.uniform1i(pu.uAcc, 1); gl.uniform2f(pu.uRes, W, H);
gl.uniform1f(pu.uGrain, s.frame % 64);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.activeTexture(gl.TEXTURE0);
}
};
// Opening an app: the tile hops twice and the lamp moves under it.
api.current = {
open: (i, user) => {
if (user) s.touched = true;
s.dot = i; s.glow = 1.6;
if (!reduce) { s.bv[i] = 3.4; s.hops[i] = 2; }
s.count = 0; s.fresh = true; wake();
},
hover: (i) => { s.focusI = i; if (i >= 0) { s.touched = true; s.hx = restX(i); setTipI(i); } else { s.hx = null; setTipI(-1); } wake(); },
};
const step = (dt: number, now: number) => {
let moving = false;
for (let i = 0; i < N; i++) {
const target = s.hx === null ? 1 : 1 + MAG * Math.exp(-Math.pow((restX(i) - s.hx) / REACH, 2));
const n = 3;
for (let k = 0; k < n; k++) {
const h = dt / n;
s.sv[i] += (-260 * (s.sc[i] - target) - 24 * s.sv[i]) * h; s.sc[i] += s.sv[i] * h;
// the hop: thrown up, falls, lands back on its swell height with a smaller second hop
const rest = (s.sc[i] - 1) * 0.42;
if (s.by[i] > rest + 0.0005 || s.bv[i] > 0) {
s.bv[i] -= 22 * h; s.by[i] += s.bv[i] * h;
if (s.by[i] <= rest) { s.by[i] = rest; s.bv[i] = s.hops[i] > 1 ? 2.0 : 0; s.hops[i] = Math.max(0, s.hops[i] - 1); }
} else { s.by[i] = rest; s.bv[i] = 0; }
}
if (Math.abs(s.sv[i]) > 0.002 || Math.abs(s.sc[i] - target) > 0.001 || s.bv[i] !== 0) moving = true;
}
if (s.glow > 1) { s.glow = Math.max(1, s.glow - dt * 1.2); moving = true; }
void now;
return moving;
};
// Left alone, a pointer drifts along the dock now and then and opens what it rests on.
const demo = (now: number) => {
if (reduce || s.touched) return;
const t = (now - s.t0) / 1000;
if (t < 3.6) { s.hx = restX(2); return; }
if (now < s.nextDemo) return;
const seq = [restX(0) - 0.4, restX(1), restX(3), restX(5), null, restX(4), restX(4), null, restX(1), restX(2), null];
const v = seq[s.demoStep % seq.length];
if (v === null && s.hx !== null) {
const i = Math.round((s.hx + REST_HALF - 0.5) / (1 + GAP));
if (i >= 0 && i < N) { activeRef.current = i; setActive(i); api.current?.open(i, false); }
}
s.hx = v; s.demoStep++; s.nextDemo = now + (v === null ? 1700 : 900);
};
const frame = (now: number) => {
s.raf = 0;
if (!s.visible || !s.alive) 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.nextDemo = now + 3600; }
demo(now);
let moving = reduce ? false : step(dt, now);
if (!reduce) {
const k = 1 - Math.exp(-dt * 3);
const dx = s.px - s.sx, dy = s.py - s.sy;
s.sx += dx * k; s.sy += dy * k;
if (Math.abs(dx) + Math.abs(dy) > 0.003) moving = true;
}
if (s.fresh || !canAcc) { draw(1, 0); s.fresh = false; s.count = 1; }
else if (moving) { draw(0.55, 1 + (s.frame % 64)); s.count = 4; }
else if (s.count < 36) { s.count++; draw(1 / s.count, s.count); }
place();
if (shownRef.first) { shownRef.first = false; setShown("gl"); }
if (moving && dtRaw > 0.026) s.slow++; else s.slow = Math.max(0, s.slow - 2);
if (s.slow > 30 && scale > 0.45) { scale *= 0.82; s.slow = 0; size(); }
if (moving) { s.fpsN++; s.fpsT += dtRaw; }
box.dataset.fps = s.fpsT > 0 ? (s.fpsN / s.fpsT).toFixed(1) : "";
if (moving || s.count < 36 || (!reduce && !s.touched)) s.raf = requestAnimationFrame(frame);
};
const shownRef = { first: true };
const wake = () => { if (!s.raf && s.visible && s.alive) { s.last = 0; s.raf = requestAnimationFrame(frame); } };
size();
const ro = new ResizeObserver(() => { resizeView(); 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) => {
if (e.pointerType !== "mouse") return;
const r = box.getBoundingClientRect();
const x = e.clientX - r.left, y = e.clientY - r.top;
if (!reduce) { s.px = (x / r.width) * 2 - 1; s.py = (y / r.height) * 2 - 1; }
const c = camera(cssW, cssH, s.sx, s.sy);
const [wx, wy] = unproject(c, x, y, cssW, cssH);
const { half } = layoutX(s.sc);
const over = Math.abs(wx) < half + 0.3 && wy > -0.4 && wy < 2.3;
s.touched = true;
if (over) {
s.hx = wx;
const i = Math.max(0, Math.min(N - 1, Math.round((wx + REST_HALF - 0.5) / (1 + GAP))));
setTipI(i);
} else if (s.focusI < 0) { s.hx = null; setTipI(-1); }
wake();
};
const leave = () => { s.px = 0; s.py = 0; if (s.focusI < 0) { s.hx = null; setTipI(-1); } wake(); };
box.addEventListener("pointermove", move);
box.addEventListener("pointerleave", leave);
const lost = (e: Event) => { e.preventDefault(); setShown("still"); };
cv.addEventListener("webglcontextlost", lost);
wake();
return () => {
s.alive = false;
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 onKey = (e: KeyboardEvent) => {
const i = btns.current.findIndex((b) => b === document.activeElement);
if (i < 0) return;
let n = -1;
if (e.key === "ArrowRight") n = (i + 1) % N;
else if (e.key === "ArrowLeft") n = (i - 1 + N) % N;
else if (e.key === "Home") n = 0;
else if (e.key === "End") n = N - 1;
if (n >= 0) { e.preventDefault(); btns.current[n]?.focus(); }
};
const a = apps[active];
return (
<section className="relative isolate overflow-hidden text-[#1f1a14]" style={{ fontFamily: FONT, background: PAPER }}>
<style>{`
@keyframes stoneware-dock-rise { from { opacity: 0; transform: translateY(14px); } to { opacity: 1; transform: none; } }
.stoneware-dock-rise > * { animation: stoneware-dock-rise 620ms cubic-bezier(0.2, 0.9, 0.25, 1) both; }
.stoneware-dock-rise > *:nth-child(2) { animation-delay: 80ms; }
@media (prefers-reduced-motion: reduce) { .stoneware-dock-rise > * { animation: none; } }
`}</style>
<div ref={stage} className="relative h-[480px] w-full md:h-[700px]">
{shown !== "gl" && <Still w={view[0]} h={view[1]} active={active} />}
<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"}`} />
<div className="pointer-events-none absolute inset-x-0 top-0 px-5 pt-7 md:px-14 md:pt-12" aria-live="polite">
<p className="text-[11px] font-semibold uppercase tracking-[0.3em] text-[#4a4036]">Open on the desk</p>
<div key={a.id} className="stoneware-dock-rise">
<h2 className="mt-3 text-[56px] font-semibold leading-[0.92] tracking-[-0.045em] text-[#1b1611] md:text-[112px]">{a.label}</h2>
<p className="mt-3 max-w-[30ch] text-[15px] leading-[1.5] text-[#3d342b] md:mt-4 md:text-[18px]">{a.line}</p>
</div>
</div>
<div
ref={tipEl}
aria-hidden="true"
className={`pointer-events-none absolute left-0 top-0 rounded-full bg-[#1b1611]/85 px-3 py-1.5 text-[12px] font-semibold tracking-[0.01em] text-[#f4efe6] shadow-[0_6px_18px_rgba(40,30,20,0.25)] transition-opacity duration-150 motion-reduce:transition-none ${tip >= 0 ? "opacity-100" : "opacity-0"}`}
>
{tip >= 0 ? apps[tip].label : ""}
</div>
<nav aria-label="Dock" className="absolute inset-0" onKeyDown={onKey}>
<ul className="contents">
{apps.map((ap, i) => (
<li key={ap.id} className="contents">
<button
ref={(el) => { btns.current[i] = el; }}
type="button"
aria-label={`Open ${ap.label}`}
aria-current={i === active ? "true" : undefined}
onClick={() => open(i)}
onFocus={() => api.current?.hover(i)}
onBlur={() => api.current?.hover(-1)}
className="absolute left-0 top-0 h-16 w-16 rounded-[22%] outline-none focus-visible:ring-2 focus-visible:ring-[#1b1611] focus-visible:ring-offset-2 focus-visible:ring-offset-transparent"
/>
</li>
))}
</ul>
</nav>
</div>
</section>
);
}
Install with one command: npx shadcn@latest add https://we.inc/r/glazed-stoneware-app-dock-in-webgl-on-a-milled-aluminium-tray-where-icons-magnify-lift-and-bounce-in-daylight.json
The pointer position is projected onto the upright plane through the tiles, giving a position along the dock in scene units. Each tile's target size falls off from that point on a bell curve set by `MAG` and `REACH`, a damped spring chases the target, and the row is laid out again from the new widths every frame so neighbours slide apart instead of overlapping.
The canvas is only a picture. The buttons are HTML elements positioned each frame from the same camera the shader uses, so they cover the tiles as they grow and hop. That keeps keyboard focus, screen reader names and click handling working exactly as they do for any other button.
The render resolution is capped, each tile is skipped by a cheap bounding box until a ray comes close, and the loop stops when the dock is off screen, the tab is hidden, or nothing has moved and the picture has finished refining. If frames run long for a while it lowers its own resolution step by step.
Yes. Each glyph is a stroked SVG path in a 24 by 24 box, drawn once into a height texture so the enamel stands proud of the glaze. Paste any simple line icon path into `path` and it appears on the tile, in the still picture and with the same lighting.
The count comes from the length of `apps`, and the shader is generated from it, so five or seven work without other changes. Past about eight the tiles get small on a phone, so consider a shorter list there.
Related: Paper Folding Fan Menu That Unfolds from a Brass Rivet with Links on the Pleats, Glazed Ceramic Tile Tabs in WebGL Leaning on a Sunlit Plaster Shelf Where the Chosen Tile Rocks Upright into the Window Light, Glazed Celadon Ceramic Button with Carved Lettering That Rocks Under the Finger.
More docks and floating menus or all free UI components. Start for free to have a full site built around it.
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