A working FAQ accordion on a deep blue-grey panel, and beside it a photograph-like scene: an opal glass globe lamp on a brass foot, standing on a walnut table against a painted plaster wall, with late sun from a window on the left laying bar shadows across the wood. With every answer closed the bulb is off and the globe is just milky glass in daylight. Open one answer and the filament warms up to a low amber glow; each further answer turns it up, until with all five open the globe burns bright, throws a warm pool around its foot and lifts the wall behind it. The accordion itself is plain React: each question is a real button inside a heading with aria-expanded and aria-controls, answers slide open by animating grid rows from 0fr to 1fr so any length of text gets a smooth height, and a small switch picks between one answer at a time and several at once. The lamp is one fragment shader that averages jittered frames into a clean still and then stops drawing.
import { useEffect, useId, useRef, useState, type KeyboardEvent } from "react";
import { useReducedMotion } from "framer-motion";
/** The questions. Swap these for your own; the lamp brightens with every answer that is open. */
const faqs = [
{ q: "What bulb does the lamp take?", a: "A single E14 LED of up to 6 watts, warm white. One ships in the box, and the opal glass hides its shape completely, so any shape of bulb works." },
{ q: "Can I dim it?", a: "Yes. The cord switch has a soft dimmer: hold it down and the light slowly falls to a glow, tap it once to go back to full." },
{ q: "Is the glass hand blown?", a: "Every globe is mouth blown into a beechwood mould and then acid etched inside and out, which gives the milky, even finish with no hot spot." },
{ q: "How long does delivery take?", a: "Three to five working days in most of Europe and North America. Each lamp travels in a moulded pulp cradle, so nothing has to be thrown away." },
{ q: "What if the glass breaks?", a: "Send us a photo within two years and we post a new globe free of charge. After that, replacement globes are sold on their own." },
];
const OPEN_AT_START = [0]; // which answers are open when the page loads
const GLOW_STEP = 0.145; // how much each open answer adds to the lamp (0 to 1); one open answer is a low glow
const GLOW_FIRST = 0.42; // brightness with one answer open
const WALL = "#16232e"; // the painted wall and the panel the questions sit on
const INK = "#efe6d8";
const GROTESK = '"Inter Tight", "Inter", ui-sans-serif, system-ui, sans-serif';
/* ---- photoreal kit (pasted, see PHOTOREAL-KIT.md) ---- */
const FULLSCREEN_VS = `#version 300 es
out vec2 vUv;
void main() { vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2)); vUv = p; gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); }`;
const GLSL_HEADER = `#version 300 es
precision highp float;
uniform vec2 uRes; // drawing buffer size in pixels
uniform float uFrame; // sample index since the last reset (drives every random number)
uniform float uTime; // seconds, for things that really move
uniform vec3 uCamPos, uCamRt, uCamUp, uCamFw;
uniform float uTan, uAspect, uAperture, uFocus;
uniform vec2 uShift; // lens shift (architectural framing): move the subject in frame without tilting verticals
out vec4 o;`;
const GLSL_COMMON = `
#define PI 3.14159265359
float saturate(float x) { return clamp(x, 0.0, 1.0); }
float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
float hash13(vec3 p3) { p3 = fract(p3 * 0.1031); p3 += dot(p3, p3.zyx + 31.32); return fract((p3.x + p3.y) * p3.z); }
float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); }
float vnoise(vec2 p) {
vec2 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
return mix(mix(hash12(i), hash12(i + vec2(1, 0)), f.x), mix(hash12(i + vec2(0, 1)), hash12(i + vec2(1, 1)), f.x), f.y);
}
float vnoise3(vec3 p) {
vec3 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
return mix(mix(mix(hash13(i), hash13(i + vec3(1, 0, 0)), f.x), mix(hash13(i + vec3(0, 1, 0)), hash13(i + vec3(1, 1, 0)), f.x), f.y),
mix(mix(hash13(i + vec3(0, 0, 1)), hash13(i + vec3(1, 0, 1)), f.x), mix(hash13(i + vec3(0, 1, 1)), hash13(i + vec3(1, 1, 1)), f.x), f.y), f.z);
}
float fbm(vec2 p) { float a = 0.5, s = 0.0; for (int i = 0; i < 5; i++) { s += a * vnoise(p); p = mat2(1.6, 1.2, -1.2, 1.6) * p + 3.1; a *= 0.5; } return s; }
float fbm3(vec3 p) { float a = 0.5, s = 0.0; for (int i = 0; i < 4; i++) { s += a * vnoise3(p); p = p * 2.03 + vec3(1.7, 9.2, 3.1); a *= 0.5; } return s; }
// Clamp one sample before it is averaged: a single lucky glossy ray hitting the window would otherwise leave
// a bright speck ("firefly") that takes hundreds of frames to fade. Call on the final colour in main().
vec3 clampSample(vec3 c, float m) { float l = max(c.r, max(c.g, c.b)); return l > m ? c * (m / l) : c; }
// A new well-spread 2D random point per pixel AND per frame: the R2 low-discrepancy sequence over frames,
// rotated by a per-pixel white-noise offset (structured offsets such as ign() show diagonal hatching while moving).
// Use a different salt for every decision (pixel jitter, lens, sun disc, gloss...). Accumulation averages them.
vec2 rand2(float salt) {
vec2 f = gl_FragCoord.xy + salt * 17.13;
return fract(vec2(hash12(f), hash12(f + 71.7)) + uFrame * vec2(0.7548776662, 0.5698402910));
}`;
const GLSL_SAMPLING = `
mat3 basisOf(vec3 n) { vec3 t = abs(n.y) < 0.999 ? normalize(cross(vec3(0.0, 1.0, 0.0), n)) : vec3(1.0, 0.0, 0.0); return mat3(t, cross(n, t), n); }
vec2 diskSample(vec2 u) { float r = sqrt(u.x), a = 6.2831853 * u.y; return r * vec2(cos(a), sin(a)); }
vec3 cosineSample(vec3 n, vec2 u) { vec2 d = diskSample(u); return basisOf(n) * vec3(d, sqrt(max(0.0, 1.0 - dot(d, d)))); }
// a microfacet normal from the GGX distribution: reflect about it for a rough reflection, refract through it for frosted glass
vec3 ggxSample(vec3 n, float rough, vec2 u) {
float a = rough * rough;
float ct = sqrt((1.0 - u.x) / (1.0 + (a * a - 1.0) * u.x)), st = sqrt(max(0.0, 1.0 - ct * ct)), ph = 6.2831853 * u.y;
return normalize(basisOf(n) * vec3(st * cos(ph), st * sin(ph), ct));
}`;
const GLSL_CAMERA = `
// Thin-lens camera. Sub-pixel jitter = supersampling; a random point on the lens = true depth of field.
// uAperture is the lens radius in scene units (0 = pinhole). uFocus is the distance along the view axis that is sharp.
void cameraRay(out vec3 ro, out vec3 rd) {
vec2 px = rand2(1.0) - 0.5;
vec2 ndc = (gl_FragCoord.xy + px) / uRes * 2.0 - 1.0 - uShift;
vec3 dir = normalize(uCamFw + uCamRt * (ndc.x * uTan * uAspect) + uCamUp * (ndc.y * uTan));
vec3 fp = uCamPos + dir * (uFocus / dot(dir, uCamFw));
vec2 lens = diskSample(rand2(2.0)) * uAperture;
ro = uCamPos + uCamRt * lens.x + uCamUp * lens.y;
rd = normalize(fp - ro);
}`;
// the light rig, edited for this scene: late low sun through a window on the left, raking along the wall
const GLSL_RIG_SETTINGS = `
const vec3 KEY_DIR = normalize(vec3(-0.86, 0.42, 0.12));
const vec3 KEY_COL = vec3(1.0, 0.8, 0.6) * 1.15;
const float KEY_SPREAD = 0.006;
const float WIN_DIST = 150.0;
const vec2 WIN_HALF = vec2(10.0, 15.0);
const vec2 WIN_OFF = vec2(-6.0, 2.0);
const float BAR = 0.7;
const float BAR_Y = 4.0;
const vec3 SKY_COL = vec3(0.58, 0.66, 0.78) * 0.14;
const vec3 FILL_DIR = normalize(vec3(0.3, 0.42, 1.0));
const vec3 FILL_COL = vec3(1.0, 0.95, 0.88) * 0.1;
const vec3 CEIL_COL = vec3(0.95, 0.9, 0.84) * 0.34;`;
const GLSL_LIGHT_RIG = `
// the window opening with one vertical bar and one transom, in window-plane units
float paneMask(vec2 q, float pen) {
vec2 e = WIN_HALF - abs(q);
float open = smoothstep(-pen, pen, e.x) * smoothstep(-pen, pen, e.y);
float bars = smoothstep(-pen, pen, abs(q.x) - BAR) * smoothstep(-pen, pen, abs(q.y - BAR_Y) - BAR);
return open * bars;
}
// The gobo: how much of the window a point sees along KEY_DIR. This is what makes light look like it came
// from a real room instead of a CG directional light: a pool with straight edges and bar shadows.
float keyGobo(vec3 p) {
mat3 B = basisOf(KEY_DIR);
vec2 q = vec2(dot(p, B[0]), dot(p, B[1])) - WIN_OFF;
float d = max(WIN_DIST - dot(p, KEY_DIR), 1.0);
return paneMask(q, 0.25 + d * KEY_SPREAD);
}
// What a mirror sees. The window appears as a bright shape with bars: that shape in every reflection is the
// single strongest "this is a photograph" cue. Everything else is dark so reflections have contrast.
// envStudioRough: the same room seen in a ROUGH surface. Instead of firing random glossy rays at a small, very
// bright window (the source of sand-like speckle and sparkling metal), the window and card are blurred
// analytically by the roughness. Deterministic: zero noise, converges in one frame.
vec3 envStudioRough(vec3 rd, float rough) {
float a = rough * rough; // GGX alpha: roughly the angular blur in radians
vec3 c = mix(vec3(0.028, 0.025, 0.022), CEIL_COL, smoothstep(0.1 - a, 0.95 + a, rd.y));
c = mix(c, vec3(0.09, 0.075, 0.06), smoothstep(0.0, -0.5 - a, rd.y));
float k = dot(rd, KEY_DIR);
if (k > 0.0) {
mat3 B = basisOf(KEY_DIR);
vec2 q = vec2(dot(rd, B[0]), dot(rd, B[1])) / k * WIN_DIST - WIN_OFF;
float pen = 1.2 + a * WIN_DIST;
// a blurred window spreads the same light over a larger area: keep its energy, so the peak drops
float spread = (WIN_HALF.x * WIN_HALF.y) / ((WIN_HALF.x + pen) * (WIN_HALF.y + pen));
c += vec3(1.0, 0.96, 0.9) * 26.0 * paneMask(q, pen) * mix(1.0, spread, saturate(a * 4.0));
}
float f = dot(rd, FILL_DIR);
if (f > 0.0) {
mat3 B = basisOf(FILL_DIR);
vec2 e = vec2(0.6, 0.36) - abs(vec2(dot(rd, B[0]), dot(rd, B[1])) / f);
float w = 0.18 + a;
c += FILL_COL * 7.0 * smoothstep(-w, w, e.x) * smoothstep(-w, w, e.y);
}
return c;
}
vec3 envStudio(vec3 rd) { return envStudioRough(rd, 0.0); }`;
const GLSL_MATERIALS = `
// q = position in the object's own frame, in CENTIMETRES (scale noise accordingly if your units differ).
// n = geometric normal. Every material returns a perturbed normal: real surfaces are never perfect.
struct Mat { vec3 albedo; float rough; float metal; float coat; vec3 n; };
Mat mk(vec3 a, float r, float m, float c, vec3 n) { Mat x; x.albedo = a; x.rough = r; x.metal = m; x.coat = c; x.n = n; return x; }
// Metals: these are reflectance (F0) colours in linear light, not paint colours.
const vec3 BRASS = vec3(0.88, 0.69, 0.37);
const vec3 GOLD = vec3(1.0, 0.76, 0.33);
const vec3 STEEL = vec3(0.56, 0.56, 0.54);
const vec3 ALUMINIUM = vec3(0.91, 0.92, 0.92);
const vec3 COPPER = vec3(0.95, 0.62, 0.50);
// Brushed: fine parallel scratches along axis. Tilting the normal ACROSS the brushing stretches highlights
// across it, which is how brushed metal really looks.
Mat matBrushed(vec3 q, vec3 n, vec3 f0, vec3 axis) {
vec3 b = normalize(cross(n, axis) + 1e-4);
float a = dot(q, axis), c = dot(q, b);
float s = 0.6 * vnoise(vec2(a * 0.5, c * 240.0)) + 0.4 * vnoise(vec2(a * 0.1, c * 700.0));
return mk(f0 * (0.96 + 0.04 * s), 0.24 + 0.04 * s, 1.0, 0.0, normalize(n + b * (s - 0.5) * 0.012));
}
// Polished: near mirror, with faint handling haze in patches (no real polished object is uniform).
Mat matPolished(vec3 q, vec3 n, vec3 f0) {
float h = fbm(q.xz * 0.9 + q.y);
return mk(f0, 0.04 + 0.09 * smoothstep(0.45, 0.75, h), 1.0, 0.0, n);
}
// Glazed ceramic: coloured body under a glass coat; glaze pools and thins, a few pinholes, gentle waviness.
Mat matCeramic(vec3 q, vec3 n, vec3 glaze) {
float pool = fbm(q.xz * 0.6 + q.y * 0.4);
float pin = step(0.996, hash13(floor(q * 22.0)));
vec3 w = vec3(fbm(q.xy * 1.3) - 0.5, 0.0, fbm(q.zy * 1.3 + 4.0) - 0.5);
return mk(glaze * (0.78 + 0.4 * pool) * (1.0 - 0.6 * pin), 0.35, 0.0, 1.0, normalize(n + w * 0.025));
}
// Matte paper or card: fibres, never flat white.
Mat matPaper(vec3 q, vec3 n, vec3 tint) {
float f = fbm(q.xz * 9.0) * 0.6 + vnoise(q.xz * 60.0) * 0.4;
return mk(tint * (0.93 + 0.08 * f), 0.88, 0.0, 0.0, normalize(n + vec3(f - 0.5, 0.0, f - 0.5) * 0.02));
}
// Linen: plain weave with slubs (thicker uneven threads), about 18 threads per cm.
Mat matLinen(vec3 q, vec3 n, vec3 tint) {
vec2 u = q.xz * 18.0;
float wx = 0.5 + 0.5 * sin(u.x * PI), wy = 0.5 + 0.5 * sin(u.y * PI);
float over = mod(floor(u.x) + floor(u.y), 2.0);
float th = mix(wx, wy, over);
float slub = vnoise(vec2(floor(u.x) * 3.1, u.y * 0.08)) * vnoise(vec2(u.x * 0.08, floor(u.y) * 2.7));
vec3 a = tint * (0.8 + 0.2 * th) * (0.92 + 0.16 * slub);
return mk(a, 0.9, 0.0, 0.0, normalize(n + vec3(cos(u.x * PI) * (1.0 - over), 0.0, cos(u.y * PI) * over) * 0.08));
}
// Plaster / limewash: broad trowel clouds and fine pores.
Mat matPlaster(vec3 q, vec3 n, vec3 tint) {
float c = fbm(q.xy * 0.18 + q.z * 0.1), p = vnoise(q.xy * 35.0 + q.z);
return mk(tint * (0.86 + 0.22 * c) * (0.97 + 0.04 * p), 0.92, 0.0, 0.0, normalize(n + vec3(p - 0.5, c - 0.5, 0.0) * 0.03));
}
// Honed travertine: cream with soft bands along one direction and long shallow pits.
Mat matTravertine(vec3 q, vec3 n) {
float band = fbm(vec2(q.z * 0.35 + fbm(q.xz * 0.08) * 2.0, q.x * 0.03));
vec3 a = mix(vec3(0.66, 0.58, 0.47), vec3(0.78, 0.71, 0.6), band);
float pitN = vnoise(vec2(q.x * 1.6, q.z * 9.0) + 7.0) * vnoise(vec2(q.x * 0.5, q.z * 3.0));
float pit = smoothstep(0.5, 0.58, pitN);
a = mix(a, vec3(0.52, 0.44, 0.34), pit * 0.3);
a *= 0.96 + 0.08 * vnoise(q.xz * 30.0);
return mk(a, mix(0.42, 0.9, pit), 0.0, 0.0, normalize(n + vec3(0.0, 0.0, pit * 0.08)));
}
// Marble: soft warped veins, polished.
Mat matMarble(vec3 q, vec3 n, vec3 base, vec3 vein) {
// thin veins that wander but do not curl: low warp, a main vein family and a fainter hairline family
float w = fbm3(q * 0.15) * 3.2;
float v = 1.0 - smoothstep(0.0, 0.05, abs(sin(q.x * 0.35 + q.z * 0.18 + w)));
float hair = 1.0 - smoothstep(0.0, 0.03, abs(sin(q.x * 0.9 - q.z * 0.6 + w * 1.7)));
vec3 a = mix(base, vein, v * 0.6 + hair * 0.2) * (0.96 + 0.08 * fbm(q.xz * 1.5));
return mk(a, 0.12, 0.0, 0.6, n);
}
// Wood, grain running along x. Photographic wood is LOW contrast: rings within 25% brightness, not stripes.
const vec3 OAK_LIGHT = vec3(0.52, 0.36, 0.20), OAK_DARK = vec3(0.36, 0.23, 0.12);
const vec3 WALNUT_LIGHT = vec3(0.20, 0.11, 0.06), WALNUT_DARK = vec3(0.11, 0.055, 0.03);
Mat matWood(vec3 q, vec3 n, vec3 light, vec3 dark, float pores) {
float r = length(q.yz + vec2(9.0, 4.0)) * 3.2 + fbm3(q * vec3(0.05, 0.7, 0.7)) * 3.0;
float ring = smoothstep(0.4, 0.95, fract(r));
float streak = vnoise(vec2(q.x * 0.05, q.z * 11.0 + q.y * 11.0)) * 0.6 + vnoise(vec2(q.x * 0.2, q.z * 40.0)) * 0.4;
vec3 a = mix(light, dark, ring * 0.3 + streak * 0.35);
float pore = smoothstep(0.78, 0.86, vnoise(vec2(q.x * 1.4, (q.z + q.y) * 55.0))) * pores;
a *= 1.0 - pore * 0.35;
return mk(a, 0.45 + 0.2 * pore, 0.0, 0.35, normalize(n + vec3(0.0, 0.0, (streak - 0.5) * 0.03)));
}
// Dielectrics (glass, acrylic, resin). You trace the refracted ray yourself; these do the physics around it.
float fresnelD(float c, float ior) { float r = (1.0 - ior) / (1.0 + ior); r *= r; return r + (1.0 - r) * pow(1.0 - saturate(c), 5.0); }
// Light lost to the colour of the body over a path of length len. absorb is per unit length per channel:
// clear soda glass vec3(0.05, 0.012, 0.03) per cm (green edges); resin uses strong values for deep colour.
vec3 beer(vec3 absorb, float len) { return exp(-absorb * len); }`;
const GLSL_SDF = `
float sdRoundBox(vec3 p, vec3 b, float r) { vec3 q = abs(p) - b + r; return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - r; }
float smax(float a, float b, float k) { float h = max(k - abs(a - b), 0.0); return max(a, b) + h * h * 0.25 / k; }
float smin(float a, float b, float k) { float h = max(k - abs(a - b), 0.0); return min(a, b) - h * h * 0.25 / k; }
// ray vs box centred at the origin: (t near, t far)
vec2 boxI(vec3 ro, vec3 rd, vec3 b) {
rd = mix(rd, vec3(1e-5), lessThan(abs(rd), vec3(1e-5)));
vec3 m = 1.0 / rd, n = m * ro, k = abs(m) * b;
vec3 t1 = -n - k, t2 = -n + k;
return vec2(max(max(t1.x, t1.y), t1.z), min(min(t2.x, t2.y), t2.z));
}
vec3 boxFaceNormal(vec3 p, vec3 b) { vec3 d = abs(p) / b; return d.x > d.y && d.x > d.z ? vec3(sign(p.x), 0, 0) : d.y > d.z ? vec3(0, sign(p.y), 0) : vec3(0, 0, sign(p.z)); }`;
const GLSL_SHADOW_AO = `
// needs: const float SCENE_TOP, AO_RADIUS; float map(vec3); float mapShadow(vec3); vec3 lightFilter(vec3 p, vec3 l)
// Deterministic penumbra (no random sun points: random shadow rays are the main source of floor speckle).
// SHADOW_SOFT is the penumbra angle in radians: sun-sharp is ~0.01, overcast-soft ~0.08.
const float SHADOW_SOFT = 0.03;
float softShadow(vec3 ro, vec3 rd, float tmin, float tmax) {
float res = 1.0, t = tmin, ph = 1e10;
for (int i = 0; i < 48; i++) {
vec3 p = ro + rd * t;
if (p.y > SCENE_TOP && rd.y > 0.0) break;
float h = mapShadow(p);
if (h < 0.0004) return 0.0;
float y = h * h / (2.0 * ph), d = sqrt(max(h * h - y * y, 0.0));
res = min(res, d / (SHADOW_SOFT * max(1e-3, t - y)));
ph = h;
t += clamp(h, 0.01, 3.0);
if (t > tmax) break;
}
res = saturate(res);
return res * res * (3.0 - 2.0 * res);
}
vec3 shadowCol(vec3 ro, vec3 rd) { return softShadow(ro, rd, 0.01, 200.0) * lightFilter(ro, rd); }
float calcAO(vec3 p, vec3 n) {
float occ = 0.0, s = 1.0;
for (int i = 0; i < 5; i++) { float h = AO_RADIUS * (0.06 + 0.94 * float(i) / 4.0); occ += (h - map(p + n * h)) * s; s *= 0.72; }
return saturate(1.0 - 1.4 * occ / AO_RADIUS);
}
vec3 calcNormal(vec3 p, float e) {
vec2 k = vec2(1.0, -1.0);
return normalize(k.xyy * map(p + k.xyy * e) + k.yyx * map(p + k.yyx * e) + k.yxy * map(p + k.yxy * e) + k.xxx * map(p + k.xxx * e));
}`;
const GLSL_LIGHTING = `
// One opaque surface under the rig. Diffuse from the key (through the window gobo, with smooth analytic
// shadows), cool sky and the card; specular reflects the room along the mirror direction with the window
// pre-blurred by roughness (envStudioRough). Everything here is deterministic, so it adds NO per-frame noise:
// accumulation only has to clean up edges, depth of field and any glass you trace yourself.
// coat adds a sharp glaze/lacquer layer.
vec3 litOpaque(vec3 p, vec3 v, Mat m, float ao) {
vec3 n = m.n;
float NoV = max(dot(n, v), 1e-3);
vec3 L = KEY_DIR;
float NoL = max(dot(n, L), 0.0);
vec3 sun = NoL > 0.0 ? KEY_COL * NoL * keyGobo(p) * shadowCol(p + n * 0.015, L) : vec3(0.0);
vec3 f0 = mix(vec3(0.04), m.albedo, m.metal);
vec3 F = f0 + (1.0 - f0) * pow(1.0 - NoV, 5.0);
vec3 amb = SKY_COL * (0.55 + 0.45 * n.y) + FILL_COL * 1.6 * max(dot(n, FILL_DIR) + 0.25, 0.0);
vec3 col = (1.0 - F) * (1.0 - m.metal) * m.albedo * (sun + amb * ao);
vec3 r = reflect(-v, n);
// rough surfaces lose some of the grazing Fresnel boost
vec3 Fr = f0 + (max(vec3(1.0 - m.rough), f0) - f0) * pow(1.0 - NoV, 5.0);
col += Fr * envStudioRough(r, m.rough) * mix(vec3(1.0), shadowCol(p + n * 0.015, r), 1.0 - m.rough * 0.6) * mix(1.0, ao, 0.6);
if (m.coat > 0.0) {
vec3 rc = reflect(-v, n);
float Fc = (0.04 + 0.96 * pow(1.0 - NoV, 5.0)) * m.coat;
col = col * (1.0 - Fc) + Fc * envStudio(rc) * shadowCol(p + n * 0.015, rc);
}
return col;
}
// Light that a lit translucent body gives off from inside (resin, wax, jade, frosted acrylic).
vec3 subsurface(vec3 p, vec3 n, vec3 scatterCol, float strength) {
return scatterCol * strength * (KEY_COL * keyGobo(p) * (0.35 + 0.65 * max(dot(n, KEY_DIR), 0.0)) + SKY_COL);
}`;
const OUTPUT_FS = `#version 300 es
precision highp float;
uniform sampler2D uAccum;
uniform vec2 uPx;
uniform float uExposure, uGrain, uVignette, uSeed, uHalation;
in vec2 vUv;
out vec4 o;
float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); }
float hash(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
// ACES filmic fit: highlights roll off instead of clipping, which is most of the "camera" look
vec3 aces(vec3 x) { return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0); }
void main() {
vec3 c = texture(uAccum, vUv).rgb;
// halation: the brightest highlights bleed a warm glow, like light scattering in film
vec3 g = vec3(0.0);
float rot = 6.2831853 * ign(gl_FragCoord.xy);
for (int k = 0; k < 12; k++) {
float a = float(k) * 2.39996 + rot, r = 2.0 + 24.0 * sqrt(float(k) / 12.0);
g += max(texture(uAccum, vUv + vec2(cos(a), sin(a)) * r * uPx).rgb - 2.0, 0.0);
}
c += g / 12.0 * vec3(0.42, 0.3, 0.22) * uHalation;
c = aces(c * uExposure);
vec2 q = vUv - 0.5;
c *= 1.0 - uVignette * dot(q, q) * 2.0;
c = pow(c, vec3(1.0 / 2.2));
// grain lives in the midtones, never in pure black or white
float l = dot(c, vec3(0.299, 0.587, 0.114));
// static grain (it does not crawl), meant to be barely visible: default amplitude 0.012
c += (hash(gl_FragCoord.xy + uSeed) - 0.5) * uGrain * (0.25 + 3.0 * l * (1.0 - l));
o = vec4(c, 1.0);
}`;
type Vec3 = [number, number, number];
type Camera = { pos: Vec3; rt: Vec3; up: Vec3; fw: Vec3; tan: number; aspect: number; shift: [number, number]; aperture: number; focus: number };
const sub = (a: Vec3, b: Vec3): Vec3 => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
const dot = (a: Vec3, b: Vec3) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const norm = (a: Vec3): Vec3 => { const l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; };
const cross = (a: Vec3, b: Vec3): Vec3 => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
function lookAt(pos: Vec3, target: Vec3, fovYdeg: number, aspect: number, aperture = 0, shift: [number, number] = [0, 0]): Camera {
const fw = norm(sub(target, pos));
const rt = norm(cross(fw, [0, 1, 0]));
const up = cross(rt, fw);
return { pos, rt, up, fw, tan: Math.tan((fovYdeg * Math.PI) / 360), aspect, shift, aperture, focus: Math.hypot(...sub(target, pos)) };
}
function compileProgram(gl: WebGL2RenderingContext, vs: string, fs: string) {
const p = gl.createProgram()!;
for (const [type, src] of [[gl.VERTEX_SHADER, vs], [gl.FRAGMENT_SHADER, fs]] as const) {
const s = gl.createShader(type)!;
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || "shader");
gl.attachShader(p, s);
}
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(p) || "link");
return p;
}
type StageOptions = {
canvas: HTMLCanvasElement;
wrap: HTMLElement;
/** full fragment shader: GLSL_HEADER + chunks + your scene. Writes linear HDR to `o`. */
sceneFS: string;
/** called once per CSS resize, before drawing: build your camera here and return it */
camera: (cssW: number, cssH: number) => Camera;
/** your uniforms, every rendered frame (program is in use) */
uniforms?: (gl: WebGL2RenderingContext, loc: (name: string) => WebGLUniformLocation | null, t: number) => void;
/** advance your simulation; return true while anything visible is still moving */
step?: (dt: number, t: number) => boolean;
/** samples per pixel when at rest (then drawing stops). Default 128; never below 96 */
samples?: number;
/** blend weight of each new frame while moving: 0.25 (default) keeps ~4 frames of history; raise for fast motion */
motionBlend?: number;
maxPixels?: number; // cap on drawing buffer pixels, default 2.2e6
maxDpr?: number; // default 2
exposure?: number; grain?: number; vignette?: number; halation?: number;
onFail?: () => void; // WebGL 2 missing, shader error or context lost: show your CSS still
};
function createPhotoStage(o: StageOptions) {
const { canvas, wrap } = o;
const fail = () => { o.onFail?.(); return null; };
const gl = canvas.getContext("webgl2", { antialias: false, alpha: false, depth: false, powerPreference: "high-performance" });
if (!gl) return fail();
const float = !!gl.getExtension("EXT_color_buffer_float");
let scene: WebGLProgram, out: WebGLProgram;
try {
scene = compileProgram(gl, FULLSCREEN_VS, o.sceneFS);
out = compileProgram(gl, FULLSCREEN_VS, OUTPUT_FS);
} catch (e) {
console.error(e);
return fail();
}
const SAMPLES = o.samples ?? 128;
const MOTION = o.motionBlend ?? 0.25;
let frameNo = 0;
const maxPixels = o.maxPixels ?? 2.2e6;
let scale = Math.min(window.devicePixelRatio || 1, o.maxDpr ?? 2);
const vao = gl.createVertexArray();
const fbo = gl.createFramebuffer();
const tex = gl.createTexture();
const locS = new Map<string, WebGLUniformLocation | null>();
const loc = (n: string) => { if (!locS.has(n)) locS.set(n, gl.getUniformLocation(scene, n)); return locS.get(n)!; };
const locO = (n: string) => gl.getUniformLocation(out, n);
let W = 0, H = 0, cssW = 1, cssH = 1, n = 0, cam: Camera | null = null;
const resize = () => {
cssW = Math.max(1, wrap.clientWidth); cssH = Math.max(1, wrap.clientHeight);
let k = scale;
if (cssW * cssH * k * k > maxPixels) k = Math.sqrt(maxPixels / (cssW * cssH));
cam = o.camera(cssW, cssH);
n = 0;
const w = Math.max(2, Math.round(cssW * k)), h = Math.max(2, Math.round(cssH * k));
if (w === W && h === H) return;
W = w; H = h; canvas.width = W; canvas.height = H;
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, float ? gl.RGBA16F : gl.RGBA8, W, H, 0, gl.RGBA, float ? gl.HALF_FLOAT : gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
};
const draw = (t: number, moving: boolean) => {
const c = cam!;
gl.bindVertexArray(vao);
gl.viewport(0, 0, W, H);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.useProgram(scene);
gl.uniform2f(loc("uRes"), W, H);
gl.uniform1f(loc("uFrame"), frameNo++); // never repeats, so moving frames keep exploring new samples
gl.uniform1f(loc("uTime"), t);
gl.uniform3fv(loc("uCamPos"), c.pos); gl.uniform3fv(loc("uCamRt"), c.rt); gl.uniform3fv(loc("uCamUp"), c.up); gl.uniform3fv(loc("uCamFw"), c.fw);
gl.uniform1f(loc("uTan"), c.tan); gl.uniform1f(loc("uAspect"), c.aspect); gl.uniform1f(loc("uAperture"), c.aperture); gl.uniform1f(loc("uFocus"), c.focus);
gl.uniform2fv(loc("uShift"), c.shift);
o.uniforms?.(gl, loc, t);
// blend the new jittered frame into the running average: alpha 1/(n+1) is an exact mean;
// while moving keep a SHORT history instead of restarting: alpha 0.25 is about 4 frames (a touch of motion
// blur, no speckle). When it stops, carry on averaging from there: n continues at 1/MOTION samples.
const alpha = moving ? MOTION : 1 / (n + 1);
gl.enable(gl.BLEND);
gl.blendFunc(gl.CONSTANT_ALPHA, gl.ONE_MINUS_CONSTANT_ALPHA);
gl.blendColor(0, 0, 0, n === 0 ? 1 : alpha);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.disable(gl.BLEND);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.useProgram(out);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.uniform1i(locO("uAccum"), 0);
gl.uniform2f(locO("uPx"), 1 / W, 1 / H);
gl.uniform1f(locO("uExposure"), o.exposure ?? 1);
gl.uniform1f(locO("uGrain"), o.grain ?? 0.012);
gl.uniform1f(locO("uVignette"), o.vignette ?? 0.35);
gl.uniform1f(locO("uHalation"), o.halation ?? 0.6);
gl.uniform1f(locO("uSeed"), 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
n = moving ? Math.round(1 / MOTION) : n + 1;
};
resize();
const ro = new ResizeObserver(resize);
ro.observe(wrap);
let raf = 0, last = performance.now(), slow = 0, onScreen = true, dead = false;
const t0 = last;
const tick = (now: number) => {
raf = 0;
const real = now - last;
last = now;
const dt = Math.min(real / 1000, 0.05);
const t = (now - t0) / 1000;
const moving = o.step ? o.step(dt, t) : false;
if (moving || n < SAMPLES) {
if (moving) {
// measure, do not guess: if moving frames run long, draw fewer pixels
slow = slow * 0.9 + (real > 28 ? 0.1 : 0);
if (slow > 0.55 && scale > 0.45) { scale *= 0.85; slow = 0; W = 0; resize(); }
}
draw(t, moving);
}
if (onScreen && !document.hidden) raf = requestAnimationFrame(tick);
};
const wake = () => { if (!raf && !dead && onScreen && !document.hidden) { last = performance.now(); raf = requestAnimationFrame(tick); } };
const io = new IntersectionObserver(([e]) => { onScreen = e.isIntersecting; wake(); });
io.observe(wrap);
document.addEventListener("visibilitychange", wake);
const lost = (e: Event) => { e.preventDefault(); dead = true; o.onFail?.(); };
canvas.addEventListener("webglcontextlost", lost);
wake();
return {
/** something changed that is not animated (theme, text, reduced-motion snap): restart accumulation */
invalidate() { n = 0; wake(); },
/** call after step() starts moving from rest (input), so the loop is running */
wake,
camera: () => cam!,
size: () => [cssW, cssH] as const,
dispose() {
dead = true;
cancelAnimationFrame(raf);
ro.disconnect(); io.disconnect();
document.removeEventListener("visibilitychange", wake);
canvas.removeEventListener("webglcontextlost", lost);
gl.getExtension("WEBGL_lose_context")?.loseContext();
},
};
}
function springStep(s: { x: number; v: number }, target: number, dt: number, k = 900, damping = 38) {
const sub = Math.max(1, Math.ceil(dt / 0.004));
for (let i = 0; i < sub; i++) {
const h = dt / sub;
s.v += (k * (target - s.x) - damping * s.v) * h;
s.x += s.v * h;
}
if (Math.abs(s.v) < 0.02 && Math.abs(target - s.x) < 0.002) { s.x = target; s.v = 0; return false; }
return true;
}
const STILL_GRAIN =
"url(\"data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='160' height='160'><filter id='n'><feTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='2' stitchTiles='stitch'/><feColorMatrix values='0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0.9 0'/></filter><rect width='100%' height='100%' filter='url(%23n)'/></svg>\")";
/* ---- end of kit ---- */
// The scene, in centimetres: an opal glass globe lamp on a brass collar, on a walnut table, against a painted
// plaster wall. The bulb sits at the centre of the globe; uGlow (0 to 1) is how bright it burns.
const SCENE = `
const float SCENE_TOP = 40.0;
const float AO_RADIUS = 2.4;
uniform float uGlow;
const vec3 GC = vec3(0.0, 11.2, 0.0);
const float GR = 8.0;
const float WALL_Z = -26.0;
const vec3 LAMP = vec3(1.0, 0.6, 0.3);
float sdCyl(vec3 p, float r, float h, float e) { vec2 d = vec2(length(p.xz) - r + e, abs(p.y) - h + e); return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - e; }
float brass(vec3 p) {
float foot = sdCyl(p - vec3(0.0, 0.32, 0.0), 5.4, 0.32, 0.14);
float neck = sdCyl(p - vec3(0.0, 2.0, 0.0), 2.3, 1.6, 0.2);
float cup = sdCyl(p - vec3(0.0, 3.85, 0.0), 3.6, 0.5, 0.2);
return smin(smin(foot, neck, 0.6), cup, 0.5);
}
vec2 scene(vec3 p, int skip) {
vec2 r = vec2(p.y, 0.0);
float w = p.z - WALL_Z; if (w < r.x) r = vec2(w, 1.0);
float b = brass(p); if (b < r.x) r = vec2(b, 2.0);
if (skip != 3) { float g = length(p - GC) - GR; if (g < r.x) r = vec2(g, 3.0); }
return r;
}
float map(vec3 p) { return scene(p, -1).x; }
// the window is imagined in the left wall, so the back wall does not block the sun
float mapShadow(vec3 p) { return min(brass(p), length(p - GC) - GR); }
vec3 lightFilter(vec3 p, vec3 l) { return vec3(1.0); }
`;
const SCENE_MAIN = `
// Light from the globe onto the table, the wall and the brass: a large warm source, so a broad wrap and a
// soft shadow from the collar. Deterministic, no sampling.
vec3 lampLight(vec3 p, vec3 n, vec3 v, Mat m) {
if (uGlow <= 0.0) return vec3(0.0);
vec3 d = GC - p;
float dist = length(d);
vec3 l = d / dist;
float wrap = saturate((dot(n, l) + 0.35) / 1.35);
float fall = 1.0 / (dist * dist * 0.012 + 0.35);
// only the collar can hide the globe; stop the shadow ray before it reaches the glass
float sh = 1.0, t = 0.05;
for (int i = 0; i < 28; i++) {
float h = brass(p + l * t);
sh = min(sh, 6.0 * h / t);
t += clamp(h, 0.05, 2.0);
if (t > dist - GR * 0.7 || sh < 0.0) break;
}
sh = saturate(sh);
vec3 E = LAMP * uGlow * 14.0 * fall * smoothstep(0.0, 1.0, sh);
vec3 f0 = mix(vec3(0.04), m.albedo, m.metal);
vec3 h = normalize(l + v);
float spec = pow(max(dot(m.n, h), 0.0), mix(400.0, 8.0, m.rough)) * mix(1.0, 0.25, m.rough);
return E * ((1.0 - m.metal) * m.albedo * wrap + f0 * spec * max(dot(m.n, l), 0.0) * 6.0);
}
vec3 shadeGlobe(vec3 p, vec3 v, vec3 n) {
vec3 q = p - GC;
// acid-etched opal glass: a milky body with a soft gloss, a slow cloud in the etch
float etch = fbm(q.xy * 0.9 + q.z * 0.4);
Mat m = mk(vec3(0.82, 0.81, 0.78) * (0.95 + 0.1 * etch), 0.55, 0.0, 0.55, normalize(n + vec3(etch - 0.5) * 0.02));
vec3 col = litOpaque(p, v, m, 1.0) * 0.7 + subsurface(p, n, vec3(0.92, 0.9, 0.86), 0.22);
// the burning bulb: light scattered through the opal, a touch brighter where we look through the most glass
float NoV = saturate(dot(n, v));
float lower = smoothstep(-GR, -GR * 0.35, q.y); // the brass cup hides the bottom of the globe
float core = exp(-pow(length(q - dot(q, v) * v) / GR, 2.0) * 2.2); // the bulb seen through the frost
float g = uGlow * uGlow * 0.6 + uGlow * 0.4;
vec3 glow = LAMP * g * (1.1 * (0.18 + 0.82 * pow(NoV, 1.3)) + 1.5 * core * core) * (0.94 + 0.12 * etch) * mix(0.35, 1.0, lower);
return col * (1.0 - 0.5 * uGlow) + glow;
}
vec3 shadeOpaque(int id, vec3 p, vec3 v) {
vec3 n = calcNormal(p, 0.003);
float ao = calcAO(p, n);
Mat m;
if (id == 0) m = matWood(p.zyx, n, vec3(0.24, 0.135, 0.075), WALNUT_DARK * 1.3, 1.0);
else if (id == 1) m = matPlaster(p, n, vec3(0.055, 0.095, 0.13));
else { m = matBrushed(p, n, BRASS * 0.92, vec3(1.0, 0.0, 0.0)); m.rough = 0.34; }
return litOpaque(p, v, m, ao) + lampLight(p, n, v, m) * mix(1.0, ao, 0.5);
}
void main() {
vec3 ro, rd;
cameraRay(ro, rd);
float t = 0.0;
vec2 h = vec2(1e9, 0.0);
bool hit = false;
for (int s = 0; s < 200; s++) {
h = scene(ro + rd * t, -1);
if (h.x < 0.0003 * t) { hit = true; break; }
t += h.x;
if (t > 1200.0) break;
}
vec3 p = ro + rd * t, col;
int id = int(h.y + 0.5);
if (!hit) col = envStudio(rd);
else if (id == 3) col = shadeGlobe(p, -rd, normalize(p - GC));
else col = shadeOpaque(id, p, -rd);
o = vec4(clampSample(col, 5.0), 1.0);
}
`;
const SCENE_FS = [GLSL_HEADER, GLSL_COMMON, GLSL_SAMPLING, GLSL_CAMERA, GLSL_RIG_SETTINGS, GLSL_LIGHT_RIG, GLSL_MATERIALS, GLSL_SDF, SCENE, GLSL_SHADOW_AO, GLSL_LIGHTING, SCENE_MAIN].join("\n");
const glowFor = (count: number) => (count === 0 ? 0 : Math.min(1, GLOW_FIRST + GLOW_STEP * (count - 1)));
/** The lamp. Purely decorative: the accordion beside it is the real control. */
function Lamp({ glow }: { glow: number }) {
const reduce = useReducedMotion();
const wrapRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
const [still, setStill] = useState(false);
const sim = useRef({ glow: { x: glow, v: 0 }, target: glow, wake: () => {} });
useEffect(() => {
sim.current.target = glow;
sim.current.wake();
}, [glow]);
useEffect(() => {
const wrap = wrapRef.current, canvas = canvasRef.current;
if (!wrap || !canvas) return;
const s = sim.current;
const stage = createPhotoStage({
canvas,
wrap,
sceneFS: SCENE_FS,
samples: 128,
exposure: 1.05,
vignette: 0.4,
motionBlend: 0.3,
onFail: () => setStill(true),
camera: (w, h) => {
const aspect = w / h;
const fov = 17;
const el = 0.44;
const target: Vec3 = [0, 8.6, 0];
const fitH = 21.0 / Math.tan((fov * Math.PI) / 360); // the lamp and some table, top to bottom
const fitW = 15 / (Math.tan((fov * Math.PI) / 360) * aspect); // and across, on wide short frames
const dist = Math.max(fitH, fitW);
return lookAt([dist * 0.18, target[1] + Math.sin(el) * dist, Math.cos(el) * dist], target, fov, aspect, dist * 0.012, [0, -0.04]);
},
uniforms: (gl, loc) => gl.uniform1f(loc("uGlow"), Math.max(0, s.glow.x)),
// a filament warms up and cools down; it never snaps (unless motion is reduced)
step: (dt) => {
if (reduce) {
if (s.glow.x === s.target) return false;
s.glow.x = s.target; s.glow.v = 0;
return true;
}
return springStep(s.glow, s.target, dt, 26, 10);
},
});
if (!stage) return;
s.wake = () => stage.wake();
return () => { s.wake = () => {}; stage.dispose(); };
}, [reduce]);
return (
<div ref={wrapRef} className="relative h-[380px] w-full sm:h-[460px] lg:h-[760px]">
<canvas ref={canvasRef} aria-hidden="true" className={`absolute inset-0 h-full w-full ${still ? "hidden" : ""}`} />
{still && (
<div aria-hidden="true" className="absolute inset-0" style={{ background: WALL }}>
<div className="absolute inset-x-0 bottom-0 h-[34%]" style={{ background: "#2b1a10" }} />
<div
className="absolute left-1/2 top-[30%] aspect-square w-[34%] max-w-[220px] -translate-x-1/2 rounded-full transition-[box-shadow,background-color] duration-700"
style={{ backgroundColor: glow > 0 ? "#f6dcb4" : "#cfccc4", boxShadow: glow > 0 ? `0 0 ${60 + 120 * glow}px ${10 + 30 * glow}px rgba(255,170,90,${0.25 + 0.35 * glow})` : "none" }}
/>
<div className="absolute left-1/2 top-[calc(30%+min(34cqw,220px))] h-3 w-[16%] max-w-[110px] -translate-x-1/2 rounded-full" style={{ background: "#7a6136" }} />
<div className="absolute inset-0 opacity-30 mix-blend-overlay" style={{ backgroundImage: STILL_GRAIN }} />
</div>
)}
</div>
);
}
export default function FaqAccordionOpalLamp() {
const reduce = useReducedMotion();
const uid = useId();
const [many, setMany] = useState(true);
const [open, setOpen] = useState<number[]>(OPEN_AT_START);
const btns = useRef<(HTMLButtonElement | null)[]>([]);
const toggle = (i: number) =>
setOpen((cur) => (cur.includes(i) ? cur.filter((x) => x !== i) : many ? [...cur, i].sort((a, b) => a - b) : [i]));
const setMode = (m: boolean) => {
setMany(m);
if (!m) setOpen((cur) => cur.slice(0, 1));
};
// the WAI-ARIA accordion keys: up and down move between questions, Home and End jump to the ends
const onKey = (e: KeyboardEvent<HTMLButtonElement>, i: number) => {
const n = faqs.length;
const to = e.key === "ArrowDown" ? (i + 1) % n : e.key === "ArrowUp" ? (i - 1 + n) % n : e.key === "Home" ? 0 : e.key === "End" ? n - 1 : -1;
if (to < 0) return;
e.preventDefault();
btns.current[to]?.focus();
};
const glow = glowFor(open.length);
const lit = open.length === 0 ? "Lamp off" : `${open.length} of ${faqs.length} open`;
return (
<section className="relative overflow-hidden" style={{ background: WALL, color: INK, fontFamily: GROTESK }}>
<div className="grid lg:items-start lg:grid-cols-[minmax(0,1fr)_minmax(0,1.08fr)]">
<div className="order-2 px-5 pb-10 pt-8 sm:px-10 lg:order-1 lg:min-h-[760px] lg:py-16 lg:pl-14 lg:pr-8">
<p className="text-[11px] font-semibold uppercase tracking-[0.24em] text-[#efe6d8]/60">Opal globe lamp</p>
<h2 className="mt-3 text-[34px] font-semibold leading-[1.02] tracking-[-0.025em] sm:text-[46px]">Questions, answered.</h2>
<div role="group" aria-label="How many answers can be open" className="mt-7 inline-flex rounded-full bg-black/25 p-1 text-[13px] font-medium">
{[["One at a time", false], ["Several at once", true]].map(([label, m]) => (
<button
key={String(label)}
type="button"
aria-pressed={many === m}
onClick={() => setMode(m as boolean)}
className={`rounded-full px-4 py-1.5 outline-none transition-colors focus-visible:ring-2 focus-visible:ring-[#efe6d8]/80 ${many === m ? "bg-[#efe6d8] text-[#16232e]" : "text-[#efe6d8]/70 hover:text-[#efe6d8]"}`}
>
{label as string}
</button>
))}
</div>
<div className="mt-6 border-t border-[#efe6d8]/15">
{faqs.map((f, i) => {
const isOpen = open.includes(i);
const bid = `${uid}-q${i}`, pid = `${uid}-a${i}`;
return (
<div key={f.q} className="border-b border-[#efe6d8]/15">
<h3 className="m-0">
<button
ref={(el) => { btns.current[i] = el; }}
id={bid}
type="button"
aria-expanded={isOpen}
aria-controls={pid}
onClick={() => toggle(i)}
onKeyDown={(e) => onKey(e, i)}
className="group flex w-full items-center justify-between gap-6 rounded-md py-5 text-left text-[17px] font-medium leading-snug outline-none focus-visible:ring-2 focus-visible:ring-[#efe6d8]/80 focus-visible:ring-offset-4 focus-visible:ring-offset-[#16232e] sm:text-[19px]"
>
<span className={`transition-colors ${isOpen ? "text-[#efe6d8]" : "text-[#efe6d8]/85 group-hover:text-[#efe6d8]"}`}>{f.q}</span>
<span aria-hidden="true" className="relative h-3.5 w-3.5 shrink-0">
<span className="absolute left-0 top-1/2 h-[1.5px] w-full -translate-y-1/2 rounded bg-current" />
<span className={`absolute left-1/2 top-0 h-full w-[1.5px] -translate-x-1/2 rounded bg-current ${reduce ? "" : "transition-transform duration-300 ease-out"} ${isOpen ? "scale-y-0" : "scale-y-100"}`} />
</span>
</button>
</h3>
<div
id={pid}
role="region"
aria-labelledby={bid}
className={`grid ${reduce ? "" : "transition-[grid-template-rows,opacity] duration-300 ease-[cubic-bezier(0.2,0.8,0.2,1)]"} ${isOpen ? "opacity-100" : "opacity-0"}`}
style={{ gridTemplateRows: isOpen ? "1fr" : "0fr" }}
{...(isOpen ? {} : ({ inert: "" } as Record<string, string>))}
>
<div className="overflow-hidden">
<p className="max-w-[46ch] pb-6 pr-8 text-[15px] leading-relaxed text-[#efe6d8]/70">{f.a}</p>
</div>
</div>
</div>
);
})}
</div>
<p aria-live="polite" className="mt-5 text-[12px] tabular-nums text-[#efe6d8]/50">{lit}</p>
</div>
<div className="order-1 lg:sticky lg:top-0 lg:order-2">
<Lamp glow={glow} />
</div>
</div>
</section>
);
}
Install with one command: npx shadcn@latest add https://we.inc/r/faq-accordion-in-react-beside-an-opal-glass-globe-lamp-in-webgl-that-glows-brighter-as-each-answer-opens.json
Set the starting value of `many` to false, or let visitors choose with the switch above the list. In single mode, opening a question replaces whatever was open, and switching from several to one keeps only the first open answer.
Each answer sits in a CSS grid whose only row animates from 0fr to 1fr, with the content inside set to overflow hidden. The browser works out the real height, so long answers, wrapping on phones and font loading all just work.
Yes. Delete the `Lamp` component, the kit section and the scene strings, and render the left column alone. The accordion uses nothing from the scene.
Only while the glow is changing. Once the brightness settles the picture converges in about a second and drawing stops. It also pauses when scrolled off screen or when the tab is hidden.
Related: Oak Card Index Box FAQ with Tabbed Question Cards That Rise out and Stand Against the Open Lid, Folded Paper Tag FAQ Hung on Brass Hooks in Ray Marched Sunlight Where Each Tag Drops Open to Show Its Printed Answer, Matchbook FAQ Row Where Each Printed Cover Flips up off Its Comb of Matches to Show the Answer Inside.
More faq and accordions or all free UI components. Start for free to have a full site built around it.
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