Photoreal Login Page HTML CSS with Show Password, Remember Me and a Cut Glass Door Knob in Window Light

A split sign-in screen. On the left sits the form people expect: email, a password field with a show and hide toggle, a remember me box, a forgot password link, one dark sign-in button and two alternative routes, a work account and a passkey, each with a plain line icon. On the right, an eight-sided cut glass door knob stands on a worn brass rose on a limewashed terracotta sill, with low sun from a window behind it laying a pool of light and bar shadows across the plaster. Light passing through the glass gathers into a bright ring inside the knob's shadow. The picture is a single fragment shader that averages many jittered frames, so facets, the soft far sill and the shadow edges settle into a clean still in about a second and then drawing stops. When the form passes its checks the knob turns as if the door were opening, then springs back. Nothing is sent anywhere: the submit handler is the one place to call your own sign-in code. On a phone the photo becomes a short band above the form.

Code

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

/** Words on the page. Change them here; nothing else needs to move. */
const copy = {
  eyebrow: "Northfield Studio",
  title: "Welcome back.",
  lead: "Sign in to pick up where you left off.",
  submit: "Sign in",
  alt: "or continue with",
  signup: "New here?",
  signupLink: "Create an account",
};

const MIN_PASSWORD = 8; // shortest password the form accepts
const TURN = 0.95; // how far the knob turns on a successful sign-in, in radians
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 sun from a window behind and to the left of the knob
const GLSL_RIG_SETTINGS = `
const vec3 KEY_DIR = normalize(vec3(-0.42, 0.5, -0.76));
const vec3 KEY_COL = vec3(1.0, 0.82, 0.62) * 2.3;
const float KEY_SPREAD = 0.006;
const float WIN_DIST = 150.0;
const vec2 WIN_HALF = vec2(11.0, 15.0);
const vec2 WIN_OFF = vec2(-1.5, 1.0);
const float BAR = 0.7;
const float BAR_Y = 2.0;
const vec3 SKY_COL = vec3(0.58, 0.66, 0.78) * 0.16;
const vec3 FILL_DIR = normalize(vec3(0.35, 0.4, 1.0));
const vec3 FILL_COL = vec3(1.0, 0.95, 0.88) * 0.12;
const vec3 CEIL_COL = vec3(0.95, 0.9, 0.84) * 0.42;`;
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;
}
function stillObject(face: string, opts: { radius?: number; depth?: number } = {}) {
  const r = opts.radius ?? 14, d = opts.depth ?? 10;
  return {
    background: face,
    borderRadius: r,
    boxShadow: [
      "inset 0 1px 0 rgba(255,255,255,0.35)",
      "inset 0 -2px 3px rgba(0,0,0,0.22)",
      `0 ${d * 0.4}px ${d * 0.3}px rgba(0,0,0,0.28)`,
      `${d * 1.6}px ${d * 2.2}px ${d * 3}px rgba(20,12,4,0.30)`,
    ].join(", "),
  };
}
const STILL_GRAIN =
  "url(\"data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='160' height='160'><filter id='n'><feTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='2' stitchTiles='stitch'/><feColorMatrix values='0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0.9 0'/></filter><rect width='100%' height='100%' filter='url(%23n)'/></svg>\")";
function stillWindowLight(warm = "255,236,205") {
  return {
    background: `linear-gradient(115deg, transparent 18%, rgba(${warm},0.55) 30%, rgba(${warm},0.55) 47%, transparent 48.5%, transparent 50%, rgba(${warm},0.5) 51.5%, rgba(${warm},0.45) 70%, transparent 82%)`,
    filter: "blur(6px)",
    mixBlendMode: "soft-light" as const,
  };
}
/* ---- end of kit ---- */

// The scene: one cut-glass door knob on a brass rose, standing on a limewashed terracotta sill. Units are centimetres.
const SCENE = `
const float SCENE_TOP = 7.0;
const float AO_RADIUS = 1.2;
uniform float uTurn;
const float R = 2.45, YB = 1.75, YT = 5.55; // knob: octagon half-width, bottom and top of the glass
const vec3 GLASS_ABS = vec3(0.03, 0.008, 0.02);
const vec3 SILL = vec3(0.40, 0.155, 0.085);

float oct(vec2 q) { q = abs(q); return max(max(q.x, q.y), (q.x + q.y) * 0.70710678); }
float sdGlass(vec3 p) {
  float c = cos(uTurn), s = sin(uTurn);
  vec2 q = mat2(c, -s, s, c) * p.xz;
  float o = oct(q);
  float yc = (YB + YT) * 0.5, hh = (YT - YB) * 0.5;
  vec2 e = vec2(o - (R - 0.08), abs(p.y - yc) - (hh - 0.08));
  float d = length(max(e, 0.0)) + min(max(e.x, e.y), 0.0) - 0.08;
  d = max(d, (o + (p.y - YT) - (R - 0.55)) * 0.70710678); // top bevel ring of facets
  d = max(d, (o - (p.y - YB) - (R - 1.05)) * 0.70710678); // the body narrows into the neck
  return d;
}
float sdBrass(vec3 p) {
  float r = length(p.xz);
  vec2 e = vec2(r - 2.9, abs(p.y - 0.14) - 0.14);
  float rose = length(max(e, 0.0)) + min(max(e.x, e.y), 0.0) - 0.06;
  rose = smax(rose, (r + p.y * 2.5) * 0.37 - 1.12, 0.2); // domed edge
  vec2 f = vec2(r - (0.62 + 0.12 * smoothstep(1.4, 0.4, p.y)), abs(p.y - 1.05) - 0.8);
  float neck = length(max(f, 0.0)) + min(max(f.x, f.y), 0.0);
  return smin(rose, neck, 0.25);
}
vec2 scene(vec3 p, int skip) {
  vec2 h = vec2(p.y, 0.0);
  float b = sdBrass(p);
  if (b < h.x) h = vec2(b, 1.0);
  if (skip != 2) { float g = sdGlass(p); if (g < h.x) h = vec2(g, 2.0); }
  return h;
}
float map(vec3 p) { return scene(p, -1).x; }
float mapShadow(vec3 p) { return scene(p, 2).x; }
// light through the knob: tinted by the glass and gathered into a bright core, like a lens
vec3 lightFilter(vec3 p, vec3 l) {
  vec3 c = vec3(0.0, (YB + YT) * 0.5, 0.0);
  vec3 oc = p - c;
  float b = dot(oc, l), k = dot(oc, oc) - R * R * 1.05;
  float disc = b * b - k;
  if (disc <= 0.0 || -b < 0.0) return vec3(1.0);
  float len = 2.0 * sqrt(disc);
  float miss = sqrt(max(dot(oc, oc) - b * b, 0.0)) / R; // 0 through the middle, 1 at the rim
  float focus = 0.3 + 2.0 * smoothstep(0.75, 0.15, miss) * (0.7 + 0.3 * sin(miss * 22.0 + atan(oc.z, oc.x) * 8.0));
  return beer(GLASS_ABS, len) * focus * vec3(0.92, 1.0, 0.95);
}
`;
const SCENE_MAIN = `
vec3 glassNormal(vec3 p) {
  vec2 k = vec2(1.0, -1.0); float e = 0.002;
  return normalize(k.xyy * sdGlass(p + k.xyy * e) + k.yyx * sdGlass(p + k.yyx * e) + k.yxy * sdGlass(p + k.yxy * e) + k.xxx * sdGlass(p + k.xxx * e));
}
vec3 shadeOpaque(int id, vec3 p, vec3 v) {
  vec3 n = calcNormal(p, 0.002);
  float ao = calcAO(p, n);
  if (id == 1) {
    // aged brass: satin from years of hands, warmer and duller in the hollows
    Mat m = matPolished(p * 2.0, n, BRASS);
    m.rough = 0.16 + 0.12 * fbm(p.xz * 2.5 + p.y);
    m.albedo *= mix(vec3(0.8, 0.72, 0.6), vec3(1.0), ao);
    return litOpaque(p, v, m, ao);
  }
  // limewash over a sill: broad trowel clouds and a faint chalky bloom where it has been wiped
  Mat m = matPlaster(p.xzy, n, SILL);
  m.albedo *= 0.9 + 0.2 * fbm(p.xz * 0.05);
  return litOpaque(p, v, m, ao);
}
vec3 traceBehind(vec3 ro, vec3 rd) {
  float t = 0.0;
  for (int s = 0; s < 80; s++) {
    vec3 q = ro + rd * t;
    vec2 h = scene(q, 2);
    if (h.x < 0.0004 * (t + 1.0)) return shadeOpaque(int(h.y + 0.5), q, -rd);
    t += h.x;
    if (t > 400.0 || q.y > SCENE_TOP + 1.0) break;
  }
  return envStudio(rd);
}
vec3 shadeGlass(vec3 p, vec3 v) {
  vec3 n = glassNormal(p);
  // polishing never leaves a cut face perfectly flat: a whisper of roughness
  vec3 h = n;
  float F = fresnelD(max(dot(v, h), 0.0), 1.5);
  vec3 r = reflect(-v, h);
  vec3 col = F * envStudioRough(r, 0.035) * shadowCol(p + n * 0.02, r);
  vec3 dir = refract(-v, h, 1.0 / 1.5), pos = p - n * 0.01, thr = vec3(1.0 - F);
  for (int k = 0; k < 4; k++) {
    float t = 0.0;
    for (int s = 0; s < 40; s++) { float d = -sdGlass(pos + dir * t); if (d < 0.001) break; t += max(d, 0.01); }
    thr *= beer(GLASS_ABS, t);
    pos += dir * t;
    vec3 ne = glassNormal(pos);
    vec3 od = refract(dir, -ne, 1.5);
    if (dot(od, od) > 1e-4) {
      thr *= 1.0 - fresnelD(dot(od, ne), 1.5);
      col += thr * traceBehind(pos + od * 0.03, od);
      break;
    }
    dir = reflect(dir, -ne);
    pos -= ne * 0.004;
  }
  // a little light scattered by the glass's own faint haze where the sun is on it
  col += subsurface(p, n, vec3(0.8, 0.9, 0.85), 0.025);
  return col;
}
void main() {
  vec3 ro, rd;
  cameraRay(ro, rd);
  float t = 0.0;
  if (ro.y > SCENE_TOP) {
    if (rd.y >= 0.0) { o = vec4(envStudio(rd), 1.0); return; }
    t = (SCENE_TOP - ro.y) / rd.y;
  }
  vec2 h = vec2(1e9, 0.0);
  bool hit = false;
  for (int s = 0; s < 180; s++) {
    h = scene(ro + rd * t, -1);
    if (h.x < 0.0002 * t) { hit = true; break; }
    t += h.x * 0.9;
    if (t > 900.0) break;
  }
  vec3 p = ro + rd * t, col;
  int id = int(h.y + 0.5);
  if (!hit) col = envStudio(rd);
  else if (id == 2) col = shadeGlass(p, -rd);
  else col = shadeOpaque(id, p, -rd);
  o = vec4(clampSample(col, 2.6), 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");

/* ---- small generic icons (no brand marks) ---- */
const Eye = ({ off }: { off: boolean }) => (
  <svg viewBox="0 0 24 24" width="18" height="18" fill="none" stroke="currentColor" strokeWidth="1.7" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
    <path d="M2.5 12s3.5-6.5 9.5-6.5S21.5 12 21.5 12s-3.5 6.5-9.5 6.5S2.5 12 2.5 12Z" />
    <circle cx="12" cy="12" r="2.8" />
    {off && <path d="M4 20 20 4" />}
  </svg>
);
const Building = () => (
  <svg viewBox="0 0 24 24" width="18" height="18" fill="none" stroke="currentColor" strokeWidth="1.7" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
    <path d="M4 21V4.5L13 3v18M13 8l7 2v11M2.5 21h19M7.5 8h2M7.5 12h2M7.5 16h2M16.5 13.5h.5M16.5 17h.5" />
  </svg>
);
const KeyIcon = () => (
  <svg viewBox="0 0 24 24" width="18" height="18" fill="none" stroke="currentColor" strokeWidth="1.7" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
    <circle cx="8" cy="15" r="4.5" />
    <path d="M11.2 11.8 20 3M16.5 6.5l2.5 2.5M14 9l2 2" />
  </svg>
);

const EMAIL_RE = /^[^\s@]+@[^\s@]+\.[^\s@]+$/;
type Errors = { email?: string; password?: string };

export default function PhotorealLoginPage() {
  const reduce = useReducedMotion();
  const id = useId();
  const wrapRef = useRef<HTMLDivElement>(null);
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const stageRef = useRef<{ wake: () => void } | null>(null);
  const turn = useRef({ x: 0, v: 0, goal: 0, until: 0, kick: false });
  const [mode, setMode] = useState<"pending" | "gl" | "still">("pending");
  const [email, setEmail] = useState("");
  const [password, setPassword] = useState("");
  const [show, setShow] = useState(false);
  const [remember, setRemember] = useState(true);
  const [errors, setErrors] = useState<Errors>({});
  const [status, setStatus] = useState("");

  useEffect(() => {
    const wrap = wrapRef.current, canvas = canvasRef.current;
    if (!wrap || !canvas) return;
    const k = turn.current;
    const stage = createPhotoStage({
      canvas,
      wrap,
      sceneFS: SCENE_FS,
      samples: 128,
      exposure: 1.0,
      vignette: 0.4,
      onFail: () => setMode("still"),
      camera: (w, h) => {
        const aspect = w / h;
        const fov = 16;
        const tan = Math.tan((fov * Math.PI) / 360);
        // keep about 9 cm of sill above and below the knob and 7 cm either side, whatever the panel shape
        const dist = Math.max(7.6 / tan, 6.4 / (tan * aspect));
        const el = 0.5;
        const target: Vec3 = [0.5, 2.8, 1.2];
        return lookAt([target[0] + 6, target[1] + Math.sin(el) * dist, target[2] + Math.cos(el) * dist], target, fov, aspect, dist * 0.013, [0, -0.04]);
      },
      uniforms: (gl, loc) => {
        gl.uniform1f(loc("uTurn"), k.x);
      },
      step: (dt, t) => {
        if (k.kick) { k.kick = false; k.goal = TURN; k.until = t + 0.75; }
        if (k.goal && t > k.until) k.goal = 0;
        if (reduce) { if (k.x !== 0) { k.x = 0; k.v = 0; return true; } return false; }
        return springStep(k, k.goal, dt, 70, 13);
      },
    });
    if (!stage) return;
    stageRef.current = stage;
    setMode("gl");
    return () => { stage.dispose(); stageRef.current = null; };
  }, [reduce]);

  const validate = (): Errors => {
    const e: Errors = {};
    if (!email.trim()) e.email = "Enter your email address.";
    else if (!EMAIL_RE.test(email.trim())) e.email = "That email address looks incomplete.";
    if (!password) e.password = "Enter your password.";
    else if (password.length < MIN_PASSWORD) e.password = `Passwords are at least ${MIN_PASSWORD} characters.`;
    return e;
  };

  const onSubmit = (ev: FormEvent<HTMLFormElement>) => {
    ev.preventDefault();
    const e = validate();
    setErrors(e);
    if (e.email || e.password) {
      setStatus("");
      const first = ev.currentTarget.querySelector<HTMLInputElement>(e.email ? "input[type=email]" : "input[name=password]");
      first?.focus();
      return;
    }
    // demo only: wire your own auth call here. Nothing leaves the page.
    turn.current.kick = true;
    stageRef.current?.wake();
    setStatus(`Signed in as ${email.trim()}${remember ? ", remembered on this device" : ""}. Demo only, nothing was sent.`);
  };

  const field = "h-12 w-full rounded-xl border border-[#d9cfc2] bg-white px-4 text-[15px] text-[#1d1915] placeholder:text-[#9a8f82] outline-none transition-[border-color,box-shadow] duration-150 focus:border-[#1d1915] focus:ring-4 focus:ring-[#1d1915]/10 aria-[invalid=true]:border-[#a3341f] aria-[invalid=true]:focus:ring-[#a3341f]/15";
  const social = "flex h-11 items-center justify-center gap-2 rounded-xl border border-[#d9cfc2] bg-white text-[14px] font-medium text-[#1d1915] outline-none transition-colors duration-150 hover:border-[#bfb2a2] hover:bg-[#fbf8f4] focus-visible:ring-4 focus-visible:ring-[#1d1915]/15 active:translate-y-px";

  return (
    <section className="grid min-h-[720px] w-full overflow-hidden bg-[#f4efe8] text-[#1d1915] lg:h-[720px] lg:grid-cols-[minmax(0,1fr)_minmax(0,1.08fr)]" style={{ fontFamily: GROTESK }}>
      <div className="order-2 flex items-center justify-center px-6 py-10 sm:px-10 lg:order-1 lg:py-0">
        <div className="w-full max-w-[400px]">
          <p className="text-[12px] font-semibold uppercase tracking-[0.2em] text-[#8a3a24]">{copy.eyebrow}</p>
          <h1 className="mt-3 text-[40px] font-semibold leading-[1.02] tracking-[-0.035em] sm:text-[48px]">{copy.title}</h1>
          <p className="mt-3 text-[15px] leading-relaxed text-[#5f564c]">{copy.lead}</p>

          <form noValidate onSubmit={onSubmit} className="mt-8 space-y-4">
            <div>
              <label htmlFor={`${id}-email`} className="mb-1.5 block text-[13px] font-medium">Email</label>
              <input
                id={`${id}-email`} type="email" name="email" autoComplete="username" inputMode="email" placeholder="[email protected]"
                value={email} onChange={(e) => { setEmail(e.target.value); if (errors.email) setErrors({ ...errors, email: undefined }); }}
                aria-invalid={!!errors.email} aria-describedby={errors.email ? `${id}-email-err` : undefined} className={field}
              />
              {errors.email && <p id={`${id}-email-err`} className="mt-1.5 text-[13px] text-[#a3341f]">{errors.email}</p>}
            </div>

            <div>
              <div className="mb-1.5 flex items-baseline justify-between">
                <label htmlFor={`${id}-pw`} className="text-[13px] font-medium">Password</label>
                <a href="#forgot" onClick={(e) => { e.preventDefault(); setStatus(email.trim() ? `Demo: a reset link would go to ${email.trim()}.` : "Demo: enter your email first and a reset link would go there."); }}
                  className="rounded text-[13px] font-medium text-[#8a3a24] underline-offset-4 outline-none hover:underline focus-visible:ring-2 focus-visible:ring-[#8a3a24]/40">
                  Forgot password?
                </a>
              </div>
              <div className="relative">
                <input
                  id={`${id}-pw`} type={show ? "text" : "password"} name="password" autoComplete="current-password" placeholder={`At least ${MIN_PASSWORD} characters`}
                  value={password} onChange={(e) => { setPassword(e.target.value); if (errors.password) setErrors({ ...errors, password: undefined }); }}
                  aria-invalid={!!errors.password} aria-describedby={errors.password ? `${id}-pw-err` : undefined} className={`${field} pr-12`}
                />
                <button type="button" onClick={() => setShow((v) => !v)} aria-pressed={show} aria-controls={`${id}-pw`} aria-label={show ? "Hide password" : "Show password"}
                  className="absolute right-1.5 top-1/2 grid h-9 w-9 -translate-y-1/2 place-items-center rounded-lg text-[#6d6358] outline-none transition-colors hover:bg-[#f1ebe3] hover:text-[#1d1915] focus-visible:ring-2 focus-visible:ring-[#1d1915]/30">
                  <Eye off={show} />
                </button>
              </div>
              {errors.password && <p id={`${id}-pw-err`} className="mt-1.5 text-[13px] text-[#a3341f]">{errors.password}</p>}
            </div>

            <label className="flex w-fit cursor-pointer select-none items-center gap-2.5 text-[14px] text-[#3d362f]">
              <input type="checkbox" aria-label="Remember me" name="remember" checked={remember} onChange={(e) => setRemember(e.target.checked)} className="h-[18px] w-[18px] cursor-pointer rounded accent-[#1d1915]" />
              Remember me
            </label>

            <button type="submit" className="h-12 w-full rounded-xl bg-[#1d1915] text-[15px] font-semibold text-[#f7f1e8] outline-none transition-[background-color,transform] duration-150 hover:bg-[#332c25] focus-visible:ring-4 focus-visible:ring-[#1d1915]/25 active:scale-[0.99]">
              {copy.submit}
            </button>
          </form>

          <div className="my-6 flex items-center gap-3 text-[12px] text-[#8a8075]">
            <span className="h-px flex-1 bg-[#ddd3c7]" />{copy.alt}<span className="h-px flex-1 bg-[#ddd3c7]" />
          </div>
          <div className="grid grid-cols-2 gap-3">
            <button type="button" className={social} onClick={() => setStatus("Demo: single sign-on would open your company's sign-in page.")}><Building />Work account</button>
            <button type="button" className={social} onClick={() => setStatus("Demo: your device would ask for its passkey.")}><KeyIcon />Passkey</button>
          </div>

          <p aria-live="polite" className="mt-5 min-h-[20px] text-[13px] leading-snug text-[#3d362f]">{status}</p>
          <p className="mt-2 text-[14px] text-[#5f564c]">
            {copy.signup}{" "}
            <a href="#signup" onClick={(e) => e.preventDefault()} className="rounded font-semibold text-[#1d1915] underline decoration-[#1d1915]/30 underline-offset-4 outline-none hover:decoration-[#1d1915] focus-visible:ring-2 focus-visible:ring-[#1d1915]/30">{copy.signupLink}</a>
          </p>
        </div>
      </div>

      <div ref={wrapRef} className="relative order-1 h-[300px] overflow-hidden bg-[#3a1d12] sm:h-[380px] lg:order-2 lg:h-auto">
        <canvas ref={canvasRef} aria-hidden="true" className={`absolute inset-0 h-full w-full ${mode === "still" ? "hidden" : ""}`} />
        {mode === "still" && (
          <div aria-hidden="true" className="absolute inset-0" style={{ background: "radial-gradient(110% 80% at 35% 35%, #9a4a2c 0%, #6e2f1a 50%, #3a1a0f 100%)" }}>
            <div className="absolute inset-0" style={stillWindowLight()} />
            <div className="absolute left-1/2 top-1/2 h-28 w-28 -translate-x-1/2 -translate-y-1/2" style={{ ...stillObject("rgba(225,238,230,0.42)", { radius: 30, depth: 12 }), clipPath: "polygon(30% 0,70% 0,100% 30%,100% 70%,70% 100%,30% 100%,0 70%,0 30%)" }} />
            <div className="absolute inset-0 opacity-30 mix-blend-overlay" style={{ backgroundImage: STILL_GRAIN }} />
          </div>
        )}
        <p className="pointer-events-none absolute bottom-5 left-6 text-[11px] font-semibold uppercase tracking-[0.22em] text-[#f6e9da]/75">Cut glass, brass, limewash</p>
      </div>
    </section>
  );
}

Install with one command: npx shadcn@latest add https://we.inc/r/photoreal-login-page-html-css-with-show-password-remember-me-and-a-cut-glass-door-knob-in-window-light.json

When to use it

How to customize it

Accessibility

Questions

How do I connect this login page to a real backend?

Replace the demo lines in onSubmit with your request, for example a fetch to your sign-in endpoint or your auth library's sign-in function. Keep preventDefault, set an error message from the response if it fails, and trigger the knob only when it succeeds.

Does the show password button stop password managers working?

No. The field keeps its name and current-password autocomplete whether it is shown as text or dots, so saved passwords still fill in. Switching the type is the standard way to reveal a password.

Why are there no Google or Apple buttons?

The two alternative routes use generic icons so you can add whichever providers you actually support. Swap the label and icon on each button and call your provider's sign-in in its click handler.

Will the 3D panel slow down sign-in?

The form never waits for it. The canvas renders for about a second, then stops drawing, pauses when off screen or in a hidden tab, and caps its resolution. If WebGL is unavailable the page shows a CSS still instead.

Can I remove the photo panel and keep only the form?

Yes. Delete the right-hand div with the canvas and the effect that creates the stage, and change the grid to one column. The form works on its own.

Related: Ray-Marched Brass Hotel Key Sign-In Form Where the Key Swings Toward a Lock Case on Green Leather as You Type and Throws the Bolt on Submit, Glassmorphism Card CSS with Frosted Navbar, Login Panel and Stat Chips over a Photo, Pin Tumbler Lock Cutaway Password Strength Field Where Each Rule Sets a Pin and the Key Turns the Plug.

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

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