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

A two-column login section for a hotel, a members' club or any product that wants its front door to feel like one. On the left sits an ordinary form: an email field, a password field, a forgotten-password link and one button, set in a large serif headline over plain sans labels. On the right a fragment shader traces a brass room key with an ivory oval fob, lying on a green leather desk top beside a brass box lock, lit by low sun through a window whose glazing bars fall across the leather. As the two fields fill, the key drags itself round on the leather until it points at the keyhole. Submitting a valid pair lifts it, rolls its bit downward, pushes it into the lock and gives it a quarter turn, and the bolt shoots out of the face of the case. Pressing the button again turns it back and lays it down. Below 1024 pixels the picture moves above the form at a fixed height and the camera pulls back so the lock and key stay whole.

Code

import { useEffect, useRef, useState } from "react";

// Everything a visitor reads, in one place.
const copy = {
  house: "Calloway House",
  room: "Guest ledger",
  head: ["Your room", "is waiting."],
  done: ["The door", "is open."],
  lede: "Sign in with the address you booked under. The key on the desk follows along.",
  ledeDone: "Welcome in. Press the button once more to lock up and watch it again.",
  email: "Email address",
  password: "Password",
  button: "Turn the key",
  again: "Lock it again",
  forgot: "Forgotten your password?",
  badEmail: "Enter the address you booked with, for example [email protected].",
  badPassword: "Your password is at least 8 characters long.",
  ok: "Signed in. This is a demo, so nothing left the page.",
};
const ROOM = "214"; // engraved on the fob
const DEMO_EMAIL = "[email protected]";
const DEMO_PASSWORD = "brassbound";
const FONT = '"Inter Tight", "Inter", ui-sans-serif, system-ui, -apple-system, "Segoe UI", sans-serif';
const SERIF = '"Iowan Old Style", "Palatino Linotype", Palatino, "Book Antiqua", Georgia, serif';

const VERT = `ATTR vec2 aPos; void main(){ gl_Position = vec4(aPos, 0.0, 1.0); }`;
const TONE = `vec3 tone(vec3 x){ x *= 0.82; vec3 a = x * (2.51 * x + 0.03); vec3 b = x * (2.43 * x + 0.59) + 0.14; return pow(clamp(a / b, 0.0, 1.0), vec3(1.0 / 2.2)); }`;

// The photograph: a brass box lock and a hotel key on a green leather desk top, with low sun
// coming through a window to the left and laying the shadow of its glazing bars across the leather.
const SCENE = `
precision highp float;
uniform vec2 uRes; uniform vec2 uJit; uniform float uSeed; uniform float uAper;
uniform vec3 uCam; uniform vec3 uTgt; uniform float uFoc; uniform float uFocus;
uniform vec4 uKey; uniform float uRoll; uniform vec4 uFob; uniform vec4 uRing; uniform float uBolt; uniform float uDirect; uniform float uGlow; uniform sampler2D uNum;
const vec3 LC = vec3(0.86, 0.4, 0.3); const vec3 LH = vec3(0.34, 0.4, 0.66);
const vec3 HOLE = vec3(0.52, 0.48, 0.3);
const vec3 SUN = vec3(-0.70, 0.52, 0.49);
const vec3 SUNC = vec3(3.1, 2.45, 1.75);
const vec3 BRASS = vec3(0.98, 0.74, 0.40);
const vec3 LEATHER = vec3(0.036, 0.088, 0.052);
${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 box(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 cylX(vec3 p, float r, float a, float b){ vec2 d = vec2(length(p.yz) - r, max(a - p.x, p.x - b)); return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); }
float smin(float a, float b, float k){ float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0); return mix(b, a, h) - k * h * (1.0 - h); }

// ---- the key, in its own frame: shaft along x, tip at 0, bit hanging down at roll 0 ----
vec3 toKey(vec3 p){
  vec3 d = p - uKey.xyz; float c = cos(uKey.w); float s = sin(uKey.w);
  vec3 q = vec3(c * d.x + s * d.z, d.y, -s * d.x + c * d.z);
  float cr = cos(uRoll); float sr = sin(uRoll);
  return vec3(q.x, cr * q.y + sr * q.z, -sr * q.y + cr * q.z);
}
float sdKey(vec3 q){
  float d = cylX(q, 0.04, -1.08, -0.02) - 0.004;
  // turned collars where the shaft meets the bow, like a lathe left them
  float col = cylX(q, 0.066, -1.1, -1.03) - 0.006;
  col = min(col, cylX(q, 0.055, -0.98, -0.95) - 0.005);
  col = min(col, cylX(q, 0.05, -0.36, -0.33) - 0.004);
  d = min(d, col);
  // the tip is a little drum
  d = min(d, cylX(q, 0.05, -0.04, 0.0) - 0.004);
  // the bit, with two wards cut out of it
  vec3 b = q - vec3(-0.15, -0.13, 0.0);
  float bit = box(b, vec3(0.1, 0.1, 0.026), 0.008);
  bit = max(bit, -box(b - vec3(-0.035, -0.06, 0.0), vec3(0.016, 0.06, 0.05), 0.0));
  bit = max(bit, -box(b - vec3(0.05, -0.1, 0.0), vec3(0.016, 0.035, 0.05), 0.0));
  d = min(d, bit);
  // the bow: an oval ring with a pierced trefoil inside, flat in the plane of the bit
  vec2 e = (q.xy - vec2(-1.36, 0.0)) / vec2(0.28, 0.23);
  float ring = (length(e) - 1.0) * 0.23;
  float bow2 = abs(ring + 0.035) - 0.035;
  vec2 t = q.xy - vec2(-1.36, 0.0);
  float a = atan(t.y, t.x); float r3 = 0.105 + 0.03 * cos(3.0 * a);
  bow2 = min(bow2, abs(length(t) - r3) - 0.016);
  bow2 = min(bow2, max(abs(t.y) - 0.02, abs(t.x + 0.0) - 0.2));
  vec2 w = vec2(bow2, abs(q.z) - 0.026);
  float bow = min(max(w.x, w.y), 0.0) + length(max(w, 0.0)) - 0.007;
  return smin(d, bow, 0.03);
}
// ---- the fob, in its own frame: hole at the origin, body along +x ----
vec3 toFob(vec3 p){
  vec3 d = p - uFob.xyz; float c = cos(uFob.w); float s = sin(uFob.w);
  vec3 q = vec3(c * d.x + s * d.z, d.y, -s * d.x + c * d.z);
  float cp = cos(uRing.w); float sp = sin(uRing.w);
  return vec3(cp * q.x + sp * q.y, -sp * q.x + cp * q.y, q.z);
}
float sdFob(vec3 q){
  // a long oval of ivory celluloid, thickest down its middle
  vec2 c = vec2(clamp(q.x, 0.1, 0.62), 0.0);
  float r = length(q.xz - c) - 0.19;
  float th = 0.034 - 0.012 * smoothstep(-0.19, 0.0, r);
  vec2 w = vec2(r + 0.02, abs(q.y) - th);
  float d = min(max(w.x, w.y), 0.0) + length(max(w, 0.0)) - 0.02;
  return max(d, -(length(q.xz - vec2(0.08, 0.0)) - 0.045));
}
float sdGrommet(vec3 q){ vec2 t = vec2(length(q.xz - vec2(0.08, 0.0)) - 0.058, q.y); return length(t) - 0.03; }
float sdRing(vec3 p){
  vec3 d = p - uRing.xyz; float c = cos(uFob.w); float s = sin(uFob.w);
  vec3 q = vec3(c * d.x + s * d.z, d.y, -s * d.x + c * d.z);
  vec2 t = vec2(length(q.xy) - 0.11, q.z);
  return length(t) - 0.012;
}
// ---- the lock: a brass case with a keyhole in its side and a bolt in its face ----
vec2 keyhole(vec2 yz){
  float circ = length(yz - vec2(0.03, 0.0)) - 0.055;
  vec2 s = yz - vec2(-0.07, 0.0);
  float slot = max(abs(s.y) - (0.026 + 0.12 * max(-s.x, 0.0) * 0.18), abs(s.x) - 0.1);
  return vec2(min(circ, slot), 0.0);
}
// x: distance, y: 1 where the surface is brass, 0 on the black japanned case
vec2 sdLock(vec3 p){
  vec3 q = p - LC;
  float body = box(q, LH, 0.045);
  // the keyhole runs into the case, the bolt slot opens in its face
  vec3 e = p - HOLE;
  float kh = keyhole(e.yz).x;
  body = max(body, -max(kh, -e.x - 0.06));
  vec3 bq = p - vec3(LC.x, LC.y - 0.08, LC.z - LH.z);
  body = max(body, -box(bq, vec3(0.085, 0.1, 0.03), 0.004));
  // brass: a cover plate standing proud of the top with four screws, the escutcheon, the bolt
  float plate = box(q - vec3(0.0, LH.y, 0.0), vec3(LH.x - 0.06, 0.012, LH.z - 0.06), 0.012);
  vec2 sxz = abs(q.xz) - vec2(LH.x - 0.12, LH.z - 0.12);
  float screw = length(vec3(sxz.x, max(q.y - LH.y - 0.012, 0.0), sxz.y)) - 0.034;
  screw = max(screw, -(abs(q.y - LH.y - 0.04) - 0.03));
  screw = max(screw, -box(vec3(sxz.x + sxz.y, q.y - LH.y - 0.04, sxz.x - sxz.y), vec3(0.004, 0.012, 0.05), 0.0));
  float esc = box(vec3(e.x + 0.012, 0.0, 0.0), vec3(0.016, 1.0, 1.0), 0.0);
  esc = max(esc, length((e.yz - vec2(-0.02, 0.0)) / vec2(1.35, 1.0)) - 0.13) - 0.004;
  esc = max(esc, -max(kh, -e.x - 0.06));
  float bolt = box(bq - vec3(0.0, 0.0, 0.2 - uBolt), vec3(0.07, 0.085, 0.24), 0.03);
  float brass = min(min(plate, screw), min(esc, bolt));
  return brass < body ? vec2(brass, 1.0) : vec2(body, 0.0);
}
float map(vec3 p, out float id){
  float d = p.y; id = 0.0;
  float k = sdKey(toKey(p)); if (k < d) { d = k; id = 1.0; }
  vec2 l = sdLock(p); if (l.x < d) { d = l.x; id = l.y > 0.5 ? 4.0 : 2.0; }
  vec3 f = toFob(p);
  float fb = sdFob(f); if (fb < d) { d = fb; id = 3.0; }
  float g = min(sdGrommet(f), sdRing(p)); if (g < d) { d = g; id = 1.0; }
  return d;
}
float mapD(vec3 p){ float i; return map(p, i); }
vec3 nrm(vec3 p){
  vec2 e = vec2(0.0012, -0.0012);
  return normalize(e.xyy * mapD(p + e.xyy) + e.yyx * mapD(p + e.yyx) + e.yxy * mapD(p + e.yxy) + e.xxx * mapD(p + e.xxx));
}
float shadow(vec3 ro, vec3 rd){
  float res = 1.0; float t = 0.01;
  for (int i = 0; i < 40; i++) {
    float h = mapD(ro + rd * t); if (ro.y + rd.y * t > 1.4) break;
    res = min(res, 9.0 * h / t); t += clamp(h, 0.012, 0.18);
    if (res < 0.002 || t > 5.0) break;
  }
  return clamp(res, 0.0, 1.0);
}
float ao(vec3 p, vec3 n){
  float o = 0.0; float w = 1.0;
  for (int i = 1; i <= 5; i++) { float h = 0.02 + 0.05 * float(i); o += (h - mapD(p + n * h)) * w; w *= 0.7; }
  return clamp(1.0 - 2.2 * o, 0.0, 1.0);
}
// sunlight only arrives through the panes of the window to the left
float pane(vec3 p){
  float t = (-5.0 - p.x) / SUN.x; vec3 w = p + SUN * t;
  float s = 0.02 + 0.012 * t;
  float m = smoothstep(-2.6 - s, -2.6 + s, w.z) * smoothstep(3.4 + s, 3.4 - s, w.z) * smoothstep(0.9 - s, 0.9 + s, w.y) * smoothstep(6.0 + s, 6.0 - s, w.y);
  float bz = abs(fract((w.z + 2.6) / 2.0) - 0.5) * 2.0; float by = abs(fract((w.y - 0.9) / 1.7) - 0.5) * 1.7;
  m *= smoothstep(0.04, 0.04 + s * 1.8, bz) * smoothstep(0.035, 0.035 + s * 1.8, by);
  return m;
}
// the room as brass sees it: a dark panelled study, the bright window to the left, green leather below
vec3 room(vec3 ro, vec3 rd, float rough){
  vec3 c = mix(vec3(0.16, 0.11, 0.07), vec3(0.07, 0.05, 0.035), smoothstep(0.1, 0.9, rd.y));
  // dark panelling at eye level, a few vertical boards catching the light
  c *= 0.75 + 0.25 * smoothstep(0.3, 0.5, abs(fract(atan(rd.z, rd.x) * 2.2) - 0.5) * 2.0);
  if (rd.x < -0.05) {
    vec3 w = rd * (5.0 / -rd.x);
    float s = 0.08 + rough * 3.0;
    float m = smoothstep(-2.4 - s, -2.4 + s, w.z) * smoothstep(3.0 + s, 3.0 - s, w.z) * smoothstep(0.7 - s, 0.7 + s, w.y) * smoothstep(6.5 + s, 6.5 - s, w.y);
    float bz = abs(fract((w.z + 2.4) / 1.8) - 0.5) * 1.8; float by = abs(fract((w.y - 0.7) / 1.9) - 0.5) * 1.9;
    m *= mix(1.0, smoothstep(0.06, 0.06 + s, bz) * smoothstep(0.06, 0.06 + s, by), 1.0 - smoothstep(0.1, 0.5, rough));
    c = mix(c, vec3(3.6, 3.1, 2.5) * mix(1.0, 0.75, smoothstep(0.0, 0.8, w.y / 6.0)), m);
  }
  // a big sheet of warm card held up behind the camera, the photographer's fill
  float card = dot(rd, normalize(vec3(0.35, 0.5, -0.8)));
  c += vec3(1.25, 1.0, 0.75) * smoothstep(0.72 - rough * 0.4, 0.86, card);
  // a pale lampshade away to the right
  float lamp = smoothstep(0.993 - rough * 0.1, 0.998 - rough * 0.04, dot(rd, normalize(vec3(0.75, 0.5, 0.9))));
  c += vec3(2.4, 1.7, 1.0) * lamp;
  // below the horizon: the desk itself, with the sun patches on it
  if (rd.y < -0.001) {
    vec3 q = ro + rd * (-ro.y / rd.y);
    vec3 desk = LEATHER * (SUNC * 0.55 * pane(q) * mix(1.0, 0.6, rough) + vec3(0.3, 0.26, 0.2));
    c = mix(c, desk, smoothstep(0.0, -0.06, rd.y));
  }
  return c;
}
vec3 ggx(vec3 n, vec3 v, vec3 l, float a, vec3 f0){
  vec3 h = normalize(l + v); float nh = max(dot(n, h), 0.0); float a2 = a * a * a * a;
  float dd = nh * nh * (a2 - 1.0) + 1.0; float D = a2 / (3.14159 * dd * dd);
  vec3 F = f0 + (1.0 - f0) * pow(1.0 - max(dot(h, v), 0.0), 5.0);
  return D * F * 0.25 * max(dot(n, l), 0.0);
}
vec3 shadeBrass(vec3 p, vec3 n, vec3 v, float id, float o){
  // polished where fingers rub it, duller and darker in the corners where polish never reaches
  float wear = n2(p.xz * 5.0 + p.y * 4.0) * 0.7 + n2(p.xz * 23.0) * 0.3;
  float rough = mix(0.14, 0.34, wear) + (1.0 - o) * 0.25;
  if (id > 3.5) {
    rough = 0.3 + 0.04 * n2(vec2(p.z * 2.0, p.x * 60.0)) + 0.04 * n2(p.xz * 6.0);
    // an engraved double rule round the top plate
    vec2 tq = abs(p.xz - LC.xz) - vec2(LH.x - 0.1, LH.z - 0.1);
    float tr = abs(max(tq.x, tq.y));
    float cut = (smoothstep(0.006, 0.0, abs(tr - 0.0)) + smoothstep(0.004, 0.0, abs(tr - 0.022))) * step(LC.y + LH.y, p.y);
    o *= 1.0 - 0.8 * clamp(cut, 0.0, 1.0); rough += cut * 0.4;
  }
  vec3 tint = mix(BRASS, BRASS * vec3(0.6, 0.47, 0.32), (1.0 - o) * 0.7 + 0.08 * wear);
  vec3 r = reflect(-v, n);
  float fr = pow(1.0 - max(dot(n, v), 0.0), 5.0);
  vec3 F = tint + (1.0 - tint) * fr;
  vec3 col = room(p, r, rough) * F * mix(0.35, 1.0, o);
  float sh = shadow(p + n * 0.004, SUN) * pane(p);
  col += SUNC * sh * ggx(n, v, SUN, rough, tint) * 1.0;
  // a little light bounced up off the leather into the underside
  col += tint * LEATHER * SUNC * 0.5 * clamp(-n.y, 0.0, 1.0) * o;
  // the top plate is an older, darker brass than the key
  col *= mix(vec3(1.0), vec3(0.78, 0.64, 0.44), step(3.5, id) * step(LC.y + LH.y - 0.01, p.y));
  return col;
}
// black japanned iron: a deep gloss coat over near-black, so it is mostly what it reflects
vec3 shadeJapan(vec3 p, vec3 n, vec3 v, float o){
  vec3 nb = normalize(n + 0.012 * vec3(n2(p.yz * 31.0) - 0.5, n2(p.xz * 31.0) - 0.5, n2(p.xy * 31.0) - 0.5));
  float sh = shadow(p + n * 0.004, SUN) * pane(p);
  vec3 col = vec3(0.016, 0.012, 0.009) * (SUNC * sh * max(dot(nb, SUN), 0.0) + vec3(0.3) * o);
  float fr = 0.045 + 0.955 * pow(1.0 - max(dot(nb, v), 0.0), 5.0);
  col += room(p, reflect(-v, nb), 0.1) * fr * mix(0.3, 1.0, o);
  col += SUNC * sh * ggx(nb, v, SUN, 0.1, vec3(0.045));
  // a faint warm sheen where the brass plate lights the case under its lip
  col += vec3(0.25, 0.16, 0.06) * 0.15 * smoothstep(-0.25, 0.0, p.y - LC.y - LH.y) * o;
  return col;
}
vec3 shadeFob(vec3 p, vec3 n, vec3 v, float o){
  vec3 q = toFob(p);
  vec3 alb = vec3(0.86, 0.79, 0.64) * (0.95 + 0.08 * n2(p.xz * 30.0));
  // the room number, cut into the celluloid and filled with oxblood
  vec2 nu = vec2((q.x - 0.2) / 0.56, 1.0 - (q.z + 0.14) / 0.28);
  float ink = 0.0;
  if (nu.x > 0.0 && nu.x < 1.0 && nu.y > 0.0 && nu.y < 1.0 && q.y > 0.0) ink = texture2D(uNum, nu).r;
  alb = mix(alb, vec3(0.3, 0.035, 0.03), ink);
  float sh = shadow(p + n * 0.004, SUN) * pane(p);
  float ndl = dot(n, SUN); float wrap = clamp((ndl + 0.3) / 1.3, 0.0, 1.0);
  vec3 col = alb * (SUNC * sh * wrap * 0.9 + vec3(0.25, 0.22, 0.18) * o) + vec3(0.9, 0.5, 0.25) * SUNC * 0.05 * sh * (1.0 - max(ndl, 0.0));
  float fr = 0.04 + 0.96 * pow(1.0 - max(dot(n, v), 0.0), 5.0);
  col = mix(col, room(p, reflect(-v, n), 0.08) * o, fr);
  col += SUNC * sh * ggx(n, v, SUN, 0.12, vec3(0.04));
  return col;
}
vec3 shadeLeather(vec3 p, vec3 v, float blur){
  // pebbled grain, a scuff or two, and a gilt double rule tooled round the edge of the panel
  vec2 g = p.xz * 34.0;
  float k = 1.0 - smoothstep(0.0, 0.05, blur);
  vec2 gr = vec2(n2(g) - n2(g + vec2(0.4, 0.0)), n2(g) - n2(g + vec2(0.0, 0.4))) * 0.9;
  gr += vec2(n2(p.xz * 3.0) - 0.5, n2(p.xz * 3.0 + 9.0) - 0.5) * 0.1;
  vec3 n = normalize(vec3(gr.x * 0.07 * k, 1.0, gr.y * 0.07 * k));
  float tone = 0.82 + 0.3 * n2(p.xz * 1.3 + 4.0) + 0.06 * n2(g * 0.25);
  vec3 alb = LEATHER * tone;
  vec2 rq = abs(p.xz - vec2(0.3, 0.6)) - vec2(2.35, 1.55);
  float edge = abs(max(rq.x, rq.y));
  float rule = smoothstep(0.012 + blur, 0.0, abs(edge - 0.0)) + smoothstep(0.007 + blur, 0.0, abs(edge - 0.06));
  float gilt = clamp(rule, 0.0, 1.0) * (0.75 + 0.25 * n2(p.xz * 60.0));
  float sh = shadow(p + vec3(0.0, 0.002, 0.0), SUN);
  float lit = pane(p) * sh;
  float o = ao(p, vec3(0.0, 1.0, 0.0));
  vec3 col = alb * (SUNC * lit * max(dot(n, SUN), 0.0) + vec3(0.36, 0.28, 0.19) * o);
  // sun scattered back up off the bright patches warms the leather around them
  col += alb * vec3(0.5, 0.42, 0.25) * 0.35 * smoothstep(1.5, -0.5, p.z) * o;
  // the brass throws warm light down onto the leather beside it
  col += alb * vec3(1.2, 0.8, 0.35) * 0.35 * (1.0 - o) * smoothstep(1.2, 0.0, length(p.xz - LC.xz));
  float fr = 0.04 + 0.96 * pow(1.0 - max(dot(n, v), 0.0), 5.0);
  col += room(p, reflect(-v, n), 0.85) * fr * 0.12 * o;
  col += SUNC * lit * ggx(n, v, SUN, 0.42, vec3(0.04)) * 0.9;
  vec3 gc = vec3(1.0, 0.76, 0.38);
  vec3 gcol = gc * (SUNC * lit * 0.35 + vec3(0.12, 0.1, 0.07)) + SUNC * lit * ggx(vec3(0.0, 1.0, 0.0), v, SUN, 0.25, gc) * 0.6;
  col = mix(col, gcol, gilt * 0.85);
  // the far end of the desk falls away into the dim room
  return col * mix(1.0, 0.55, smoothstep(0.8, 3.5, p.z));
}
void main(){
  vec2 fc = gl_FragCoord.xy + uJit;
  vec2 uv = (fc - 0.5 * uRes) / uRes.y;
  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;
  // a thin lens: every sample looks through a different spot of the aperture at the same focal plane
  float ign = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))) + uSeed);
  float ang = ign * 6.2831853 + uSeed * 17.0; float rr = sqrt(fract(ign * 7.13 + uSeed * 3.7));
  vec2 lens = vec2(cos(ang), sin(ang)) * rr * uAper * step(0.001, uSeed);
  vec3 fp = ro + rd * (uFocus / dot(rd, fw));
  ro += rt * lens.x + up * lens.y;
  rd = normalize(fp - ro);
  vec3 col;
  float t = 0.0; float id = -1.0; bool hit = false;
  float tmax = rd.y < 0.0 ? -ro.y / rd.y + 0.01 : 30.0;
  for (int i = 0; i < 150; i++) {
    vec3 p = ro + rd * t;
    float d = map(p, id);
    if (d < 0.0006 * t) { hit = true; break; }
    t += d * 0.9;
    if (t > tmax) break;
  }
  if (!hit) { t = tmax; id = 0.0; }
  vec3 p = ro + rd * t;
  vec3 v = -rd;
  float blur = abs(t * dot(rd, fw) - uFocus) * 0.004;
  if (id < 0.5 || p.y < 0.0015) col = shadeLeather(vec3(p.x, 0.0, p.z), v, blur);
  else {
    vec3 n = nrm(p); float o = ao(p, n);
    if (id > 3.5) col = shadeBrass(p, n, v, id, o);
    else if (id > 2.5) col = shadeFob(p, n, v, o);
    else if (id > 1.5) col = shadeJapan(p, n, v, o);
    else col = shadeBrass(p, n, v, id, o);
  }
  // a warm haze in the shaft of sun
  col += vec3(0.05, 0.035, 0.02) * uGlow * smoothstep(0.4, -0.6, (gl_FragCoord.x / uRes.x - 0.2));
  col = min(col, vec3(30.0));
  if (uDirect > 0.5) col = tone(col);
  outC = vec4(col, 1.0);
}
`;

const POST = `
precision highp float;
uniform sampler2D uAcc; uniform vec2 uRes; uniform float uGrain;
${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 < 16; i++) {
    float a = float(i) * 2.39996; float r = sqrt((float(i) + 0.5) / 16.0);
    vec3 s = texture2D(uAcc, uv + vec2(cos(a), sin(a)) * r * 0.02 * vec2(uRes.y / uRes.x, 1.0)).rgb;
    b += min(max(s - 1.4, 0.0), vec3(8.0)) * (1.0 - 0.6 * r);
  }
  c += b * 0.016;
  vec2 q = (uv - vec2(0.5, 0.52)) * vec2(uRes.x / uRes.y, 1.0);
  c *= 1.0 - 0.38 * smoothstep(0.35, 1.2, length(q));
  c = tone(c);
  c += (h21(gl_FragCoord.xy + uGrain * 91.7) - 0.5) * 0.02;
  outC = vec4(c, 1.0);
}
`;

// Where the key lies for a given amount of the form filled in, and where it goes when signing in.
type Pose = { x: number; y: number; z: number; yaw: number; roll: number };
const REST: Pose = { x: 0.3, y: 0.044, z: -0.85, yaw: -0.5, roll: Math.PI / 2 };
const NEAR: Pose = { x: 0.08, y: 0.044, z: 0.06, yaw: 0.45, roll: Math.PI / 2 };
const READY: Pose = { x: 0.3, y: 0.48, z: 0.3, yaw: 0, roll: 0 };
const IN: Pose = { x: 0.84, y: 0.48, z: 0.3, yaw: 0, roll: 0 };
const mixPose = (a: Pose, b: Pose, t: number): Pose => ({ x: a.x + (b.x - a.x) * t, y: a.y + (b.y - a.y) * t, z: a.z + (b.z - a.z) * t, yaw: a.yaw + (b.yaw - a.yaw) * t, roll: a.roll + (b.roll - a.roll) * t });
const ease = (t: number) => (t <= 0 ? 0 : t >= 1 ? 1 : t * t * (3 - 2 * t));

// No WebGL: the same desk drawn in SVG from the same viewpoint, lit from the same window.
function Still({ open }: { open: boolean }) {
  return (
    <svg aria-hidden="true" viewBox="0 0 740 760" preserveAspectRatio="xMidYMid slice" className="absolute inset-0 h-full w-full">
      <defs>
        <linearGradient id="bk-desk" x1="0" y1="0" x2="0" y2="1"><stop offset="0" stopColor="#2c2e1c" /><stop offset="0.45" stopColor="#1b3322" /><stop offset="1" stopColor="#1d3f29" /></linearGradient>
        <linearGradient id="bk-sun" x1="0" y1="0" x2="1" y2="0"><stop offset="0" stopColor="#5f9a60" stopOpacity="0.95" /><stop offset="1" stopColor="#4d8a55" stopOpacity="0.75" /></linearGradient>
        <linearGradient id="bk-brass" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stopColor="#fbe7ad" /><stop offset="0.45" stopColor="#d9ad5c" /><stop offset="1" stopColor="#8a5f23" /></linearGradient>
        <linearGradient id="bk-rod" x1="0" y1="0" x2="0" y2="1"><stop offset="0" stopColor="#fff0c0" /><stop offset="0.5" stopColor="#c99a48" /><stop offset="1" stopColor="#5e3f15" /></linearGradient>
        <linearGradient id="bk-case" x1="0" y1="0" x2="1" y2="0"><stop offset="0" stopColor="#1a120c" /><stop offset="0.6" stopColor="#2a1c12" /><stop offset="1" stopColor="#120c08" /></linearGradient>
        <linearGradient id="bk-fob" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stopColor="#fbf4e6" /><stop offset="1" stopColor="#cfc0a2" /></linearGradient>
        <filter id="bk-soft" x="-30%" y="-30%" width="160%" height="160%"><feGaussianBlur stdDeviation="9" /></filter>
        <radialGradient id="bk-vig" cx="0.5" cy="0.5" r="0.75"><stop offset="0.55" stopColor="#000" stopOpacity="0" /><stop offset="1" stopColor="#000" stopOpacity="0.45" /></radialGradient>
      </defs>
      <rect width="740" height="760" fill="url(#bk-desk)" />
      {/* sun through the window, with the shadows of its bars */}
      <style>{`@keyframes bk-cloud { 0%, 100% { opacity: 1; } 50% { opacity: 0.72; } } .bk-cloud { animation: bk-cloud 7s ease-in-out infinite; } @media (prefers-reduced-motion: reduce) { .bk-cloud { animation: none; } }`}</style>
      <path className="bk-cloud" d="M0 345 L740 300 L740 760 L0 760 Z" fill="url(#bk-sun)" />
      <path d="M0 440 L740 470 L740 520 L0 478 Z M380 300 L470 300 L620 760 L520 760 Z" fill="#163222" opacity="0.85" />
      <path d="M0 400 L560 140 L740 230 M0 420 L560 155 L740 245 M30 640 L740 420 M40 652 L740 432" stroke="#d6b064" strokeWidth="2" fill="none" opacity="0.7" />
      {/* the lock case */}
      <ellipse cx="560" cy="400" rx="130" ry="26" fill="#000" opacity="0.55" filter="url(#bk-soft)" />
      <path d="M425 175 L520 150 L640 255 L640 340 L540 405 L425 330 Z" fill="url(#bk-case)" />
      <path d="M425 175 L520 150 L640 255 L540 280 Z" fill="url(#bk-brass)" />
      <path d="M440 180 L518 160 L622 252 L542 272 Z" fill="none" stroke="#7a5320" strokeWidth="2" opacity="0.6" />
      <path d="M540 280 L640 255 L640 340 L540 405 Z" fill="#20160e" />
      <ellipse cx="465" cy="275" rx="13" ry="22" fill="url(#bk-brass)" />
      <ellipse cx="466" cy="277" rx="4" ry="9" fill="#0d0805" />
      <rect x="572" y={open ? 336 : 326} width="26" height="34" rx="3" fill="url(#bk-brass)" style={{ transition: "y 300ms" }} />
      {/* the key and its fob */}
      <g transform={open ? "translate(40 -120)" : ""}>
        <ellipse cx="370" cy="470" rx="160" ry="16" fill="#000" opacity="0.4" filter="url(#bk-soft)" transform="rotate(-38 370 470)" />
        <path d="M300 495 L465 380" stroke="url(#bk-rod)" strokeWidth="11" strokeLinecap="round" />
        <path d="M440 398 l26 -18 l10 14 l-8 6 l6 9 l-8 6 l-6 -9 l-12 8 Z" fill="url(#bk-brass)" />
        <ellipse cx="275" cy="512" rx="44" ry="38" fill="none" stroke="url(#bk-brass)" strokeWidth="12" transform="rotate(-35 275 512)" />
        <path d="M275 485 q22 18 0 40 q-22 -22 0 -40 M252 512 h46" stroke="url(#bk-brass)" strokeWidth="6" fill="none" />
        <g transform="rotate(-62 205 600)">
          <rect x="140" y="565" width="150" height="66" rx="33" fill="url(#bk-fob)" />
          <circle cx="270" cy="598" r="7" fill="#1a2a1c" />
          <text x="200" y="612" textAnchor="middle" fontSize="40" fontFamily={SERIF} fill="#a2321f" transform="rotate(180 200 598)">{ROOM}</text>
        </g>
      </g>
      <rect width="740" height="760" fill="url(#bk-vig)" />
    </svg>
  );
}

export default function BrassHotelKeySignInForm() {
  const stage = useRef<HTMLDivElement>(null);
  const canvas = useRef<HTMLCanvasElement>(null);
  const emailRef = useRef<HTMLInputElement>(null);
  const passRef = useRef<HTMLInputElement>(null);
  const [email, setEmail] = useState(DEMO_EMAIL);
  const [password, setPassword] = useState(DEMO_PASSWORD);
  const [errors, setErrors] = useState<{ email?: string; password?: string }>({});
  const [done, setDone] = useState(false);
  const [said, setSaid] = useState(false); // only a real sign-in is announced, never the demo
  const [shown, setShown] = useState<"wait" | "gl" | "still">("wait");
  const api = useRef<{ fill: (p: number, user: boolean) => void; open: (user: boolean) => void; close: () => void; nudge: () => void; stop: () => void } | null>(null);

  useEffect(() => {
    const box = stage.current, cv = canvas.current;
    if (!box || !cv) return;
    const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
    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"); return; }
    const canAcc = !!gl2 && (!!gl2.getExtension("EXT_color_buffer_float") || !!gl2.getExtension("EXT_color_buffer_half_float"));
    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\nprecision highp float;\nout vec4 outC;\n" : "#define outC gl_FragColor\n";
    const compile = (type: number, src: string) => {
      const sh = gl.createShader(type);
      if (!sh) return null;
      gl.shaderSource(sh, src); gl.compileShader(sh);
      return gl.getShaderParameter(sh, gl.COMPILE_STATUS) ? sh : null;
    };
    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", "uAper", "uCam", "uTgt", "uFoc", "uFocus", "uKey", "uRoll", "uFob", "uRing", "uBolt", "uDirect", "uGlow", "uNum"].map((n) => [n, U(scene, n)]));
    const pu = post ? Object.fromEntries(["uAcc", "uRes", "uGrain"].map((n) => [n, U(post, n)])) : {};
    const quad = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, quad);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

    // the number on the fob, set in the serif and handed to the shader as a mask
    const num = document.createElement("canvas");
    num.width = 256; num.height = 128;
    const ng = num.getContext("2d");
    if (ng) {
      ng.fillStyle = "#000"; ng.fillRect(0, 0, 256, 128);
      ng.fillStyle = "#fff"; ng.textAlign = "center"; ng.textBaseline = "middle";
      ng.font = `600 104px ${SERIF}`;
      ng.fillText(ROOM, 128, 70);
    }
    gl.activeTexture(gl.TEXTURE3);
    gl.bindTexture(gl.TEXTURE_2D, gl.createTexture());
    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.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, num);
    const acc = canAcc ? gl.createTexture() : null;
    const fbo = canAcc ? gl.createFramebuffer() : null;
    let W = 0, H = 0, scale = 1, cssW = 1, cssH = 1;
    const s = {
      fill: 1, fillShown: 1, fillVel: 0, phase: "rest" as "rest" | "lift" | "insert" | "turn" | "open" | "back",
      clock: 0, roll: 0, rollVel: 0, bolt: 0, boltVel: 0, pose: mixPose(REST, NEAR, 1),
      fobYaw: 0, fobYawVel: 0, wobble: 0, wobbleVel: 0,
      count: 0, fresh: true, frame: 0, drawn: "rest" as string, drawnFill: -1, thunk: 0, shake: 0, slow: 0, visible: true, raf: 0, last: 0, t0: 0, touched: false, demoAt: 0, px: 0, py: 0, sx: 0, sy: 0,
    };
    s.fobYaw = s.pose.yaw + 0.5;
    const size = () => {
      const r = box.getBoundingClientRect();
      cssW = Math.max(1, r.width); cssH = Math.max(1, r.height);
      const dpr = Math.min(1.5, window.devicePixelRatio || 1) * scale;
      const k = Math.min(1, Math.sqrt(1.1e6 / (cssW * cssH * dpr * dpr)));
      const w = Math.max(2, Math.round(cssW * dpr * k)), h = Math.max(2, Math.round(cssH * dpr * k));
      if (w === W && h === H) return;
      W = w; H = h; cv.width = W; cv.height = H;
      if (gl2 && acc && fbo) {
        gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, acc);
        gl2.texImage2D(gl.TEXTURE_2D, 0, gl2.RGBA16F, W, H, 0, gl.RGBA, gl2.HALF_FLOAT, null);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
        gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, acc, 0);
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
      }
      s.count = 0; s.fresh = true;
    };
    const halton = (i: number, b: number) => { let f = 1, r = 0; while (i > 0) { f /= b; r += f * (i % b); i = Math.floor(i / b); } return r; };

    // The key's place in the world, and the fob and ring that trail behind it.
    const rig = () => {
      const p = s.pose;
      const c = Math.cos(p.yaw), sn = Math.sin(p.yaw);
      const bx = p.x - c * 1.62, bz = p.z - sn * 1.62;
      const fy = s.fobYaw;
      const fc = Math.cos(fy), fs = Math.sin(fy);
      const hy = Math.max(0.06, p.y - 0.13);
      const hx = bx - fc * 0.12, hz = bz - fs * 0.12;
      const rx = (bx + hx) / 2, rz = (bz + hz) / 2, ry = (p.y + hy) / 2;
      // the fob's far end rests on the leather, so it tips up when the key is lifted
      const pitch = Math.asin(Math.min(0.95, Math.max(0, (hy - 0.06) / 0.7)));
      return { fob: [hx + 0, hy, hz, Math.PI + fy] as const, ring: [rx, ry, rz, -pitch] as const };
    };

    const camera = () => {
      const wide = cssW / cssH > 0.95;
      const tgt = wide ? [-0.15, 0.12, 0.05] : [-0.2, 0.12, 0.0];
      const el = 0.66 - s.sy * 0.03 + Math.sin(s.shake * 40) * s.shake * 0.004, az = -0.38 + s.sx * 0.06, dist = wide ? 7.0 : 9.0;
      const cam = [tgt[0] + dist * Math.sin(az) * Math.cos(el), tgt[1] + dist * Math.sin(el), tgt[2] - dist * Math.cos(az) * Math.cos(el)];
      const fw = [tgt[0] - cam[0], tgt[1] - cam[1], tgt[2] - cam[2]];
      const fl = Math.hypot(fw[0], fw[1], fw[2]); fw[0] /= fl; fw[1] /= fl; fw[2] /= fl;
      // focus on the middle of the key
      const focus = (-0.25 - cam[0]) * fw[0] + (0.1 - cam[1]) * fw[1] + (-0.15 - cam[2]) * fw[2];
      return { cam, tgt, foc: wide ? 1.75 : 1.6, focus };
    };

    const draw = (alpha: number, sample: number) => {
      const c = camera(), r = rig();
      const jx = sample ? halton(sample, 2) - 0.5 : 0, jy = sample ? halton(sample, 3) - 0.5 : 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.uniform2f(su.uJit, canAcc ? jx : 0, canAcc ? jy : 0);
      gl.uniform1f(su.uSeed, canAcc && sample ? (sample * 0.61803) % 1 || 0.5 : 0);
      gl.uniform1f(su.uAper, 0.045);
      gl.uniform3f(su.uCam, c.cam[0], c.cam[1], c.cam[2]); gl.uniform3f(su.uTgt, c.tgt[0], c.tgt[1], c.tgt[2]);
      gl.uniform1f(su.uFoc, c.foc); gl.uniform1f(su.uFocus, c.focus);
      gl.uniform4f(su.uKey, s.pose.x, s.pose.y, s.pose.z, s.pose.yaw);
      gl.uniform1f(su.uRoll, s.pose.roll + s.roll);
      gl.uniform4f(su.uFob, r.fob[0], r.fob[1], r.fob[2], r.fob[3]);
      gl.uniform4f(su.uRing, r.ring[0], r.ring[1], r.ring[2], r.ring[3]);
      gl.uniform1f(su.uBolt, s.bolt * 0.3);
      gl.uniform1f(su.uDirect, canAcc ? 0 : 1);
      gl.uniform1f(su.uGlow, 1); gl.uniform1i(su.uNum, 3);
      gl.drawArrays(gl.TRIANGLES, 0, 3);
      if (canAcc && post) {
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        gl.disable(gl.BLEND);
        gl.useProgram(post);
        gl.uniform1i(pu.uAcc, 1); gl.uniform2f(pu.uRes, W, H);
        gl.uniform1f(pu.uGrain, s.frame % 64);
        gl.drawArrays(gl.TRIANGLES, 0, 3);
      }
    };

    const fill = (p: number, user: boolean) => { if (user) s.touched = true; if (p > s.fill && s.phase === "rest") s.wobbleVel += 1.4 * (Math.random() > 0.5 ? 1 : -1); s.fill = p; if (s.phase !== "rest" && s.phase !== "back") s.phase = "back"; s.clock = 0; wake(); };
    const open = (user: boolean) => { if (user) s.touched = true; if (s.phase === "rest") { s.phase = "lift"; s.clock = 0; wake(); } };
    const close = () => { s.phase = "back"; s.clock = 0; wake(); };
    const nudge = () => { s.wobbleVel += 6; wake(); };
    // the moment someone reaches for the form, the demo stops and leaves the fields to them
    const stop = () => { s.touched = true; wake(); };
    api.current = { fill, open, close, nudge, stop };

    let start = mixPose(REST, NEAR, 1);
    const frame = (now: number) => {
      s.raf = 0;
      if (!s.visible) return;
      const dtRaw = s.last ? (now - s.last) / 1000 : 0.016;
      const dt = Math.min(0.033, dtRaw);
      s.last = now; s.frame++;
      if (!s.t0) { s.t0 = now; s.demoAt = now + 2900; }
      // self-running demo: opens filled in, signs in, locks again, types again
      if (!reduce && !s.touched && now > s.demoAt) demo.step(now);

      s.clock += dt;
      if (reduce) {
        // reduced motion: no travel, the picture simply changes to the new state
        if (s.phase === "lift" || s.phase === "insert" || s.phase === "turn") s.phase = "open";
        if (s.phase === "back") s.phase = "rest";
        s.fillShown = s.fill; s.fillVel = 0;
        const shut = s.phase !== "open";
        s.pose = shut ? mixPose(REST, NEAR, s.fill) : { ...IN };
        s.roll = shut ? 0 : -Math.PI / 2; s.bolt = shut ? 0 : 1;
        s.fobYaw = s.pose.yaw + 0.5 - (shut ? 0 : 0.45);
        s.rollVel = s.boltVel = s.fobYawVel = s.wobble = s.wobbleVel = 0;
        if (s.phase !== s.drawn) { s.drawn = s.phase; s.count = 0; s.fresh = true; }
        if (s.fill !== s.drawnFill) { s.drawnFill = s.fill; s.count = 0; s.fresh = true; }
      } else {
      // the fill spring: a heavy key on leather, so it drags a little and settles
      s.fillVel += (60 * (s.fill - s.fillShown) - 13 * s.fillVel) * dt;
      s.fillShown += s.fillVel * dt;
      s.wobbleVel += (-140 * s.wobble - 8 * s.wobbleVel) * dt; s.wobble += s.wobbleVel * dt;
      const lying = mixPose(REST, NEAR, s.fillShown);
      lying.yaw += s.wobble * 0.05;
      if (s.phase === "rest") { s.pose = lying; s.roll += (0 - s.roll) * Math.min(1, dt * 10); s.boltVel += (-300 * s.bolt - 26 * s.boltVel) * dt; s.bolt += s.boltVel * dt; }
      else if (s.phase === "lift") {
        // it is picked up: rises, rolls its bit down and lines up with the keyhole
        if (s.clock < dt * 1.5) start = { ...s.pose };
        const e = Math.min(1, s.clock / 0.7);
        const m = mixPose(start, READY, ease(e));
        m.y += Math.sin(Math.PI * e) * 0.12;
        s.pose = m;
        if (e >= 1) { s.phase = "insert"; s.clock = 0; }
      } else if (s.phase === "insert") {
        const e = Math.min(1, s.clock / 0.38);
        s.pose = mixPose(READY, IN, e * e * (3 - 2 * e) * (1 + 0.02 * Math.sin(e * 9)));
        if (e >= 1) { s.phase = "turn"; s.clock = 0; s.rollVel = 0; s.thunk = 0; }
      } else if (s.phase === "turn") {
        // a quarter turn against the springs inside, a touch past, and back
        s.rollVel += (520 * (-Math.PI / 2 - s.roll) - 22 * s.rollVel) * dt;
        s.roll += s.rollVel * dt;
        if (s.clock > 0.16) { s.boltVel += (420 * (1 - s.bolt) - 20 * s.boltVel) * dt; s.bolt += s.boltVel * dt; if (!s.thunk && s.bolt > 0.95) { s.thunk = 1; s.shake = 1; } }
        if (s.clock > 1.2) { s.phase = "open"; }
      } else if (s.phase === "open") {
        s.rollVel += (520 * (-Math.PI / 2 - s.roll) - 22 * s.rollVel) * dt; s.roll += s.rollVel * dt;
        s.boltVel += (420 * (1 - s.bolt) - 20 * s.boltVel) * dt; s.bolt += s.boltVel * dt;
      } else if (s.phase === "back") {
        // turn back, draw out and lay it down where the form says it should lie
        s.rollVel += (300 * (0 - s.roll) - 26 * s.rollVel) * dt; s.roll += s.rollVel * dt;
        s.boltVel += (300 * (0 - s.bolt) - 26 * s.boltVel) * dt; s.bolt += s.boltVel * dt;
        if (s.clock < dt * 1.5) start = { ...s.pose };
        if (s.clock > 0.3) {
          const e = Math.min(1, (s.clock - 0.3) / 0.9);
          const m = mixPose(start, lying, ease(e));
          m.y += Math.sin(Math.PI * e) * 0.1 * (start.y > 0.2 ? 1 : 0);
          s.pose = m;
          if (e >= 1) s.phase = "rest";
        }
      }
      // the fob trails its key, swinging through on a lag
      const want = s.pose.yaw + 0.5 - (s.phase === "rest" ? 0 : 0.45) + s.wobble * 0.3;
      s.fobYawVel += (34 * (want - s.fobYaw) - 5 * s.fobYawVel) * dt; s.fobYaw += s.fobYawVel * dt;
      s.sx += (s.px - s.sx) * (1 - Math.exp(-dt * 3)); s.sy += (s.py - s.sy) * (1 - Math.exp(-dt * 3));
      s.shake *= Math.exp(-dt * 9);
      }

      const moving = s.phase !== "rest" && s.phase !== "open" || Math.abs(s.fillVel) > 0.003 || Math.abs(s.fill - s.fillShown) > 0.002 || Math.abs(s.fobYawVel) > 0.01 || Math.abs(s.boltVel) > 0.01 || Math.abs(s.rollVel) > 0.01 || Math.abs(s.wobbleVel) > 0.01 || s.shake > 0.01 || Math.abs(s.px - s.sx) + Math.abs(s.py - s.sy) > 0.002;
      if (s.fresh || !canAcc) { draw(1, 0); s.fresh = false; s.count = 1; }
      else if (moving) { draw(0.42, 1 + (s.frame % 64)); s.count = 3; }
      else if (s.count < 48) { s.count++; draw(1 / s.count, s.count); }
      if (s.frame === 1) setShown("gl");
      if (dtRaw > 0.026) s.slow++; else s.slow = Math.max(0, s.slow - 2);
      if (s.slow > 40 && scale > 0.5) { scale *= 0.82; s.slow = 0; size(); }
      if (moving || s.count < 48 || (!reduce && !s.touched)) s.raf = requestAnimationFrame(frame);
    };
    const wake = () => { if (!s.raf && s.visible) { s.last = 0; s.raf = requestAnimationFrame(frame); } };

    // the demo script, driven from the frame loop so it pauses off screen
    const demo = { step: (_now: number) => {} };
    let stage_ = 0, typed = 0;
    demo.step = (now: number) => {
      if (stage_ === 0) { open(false); demoUi.sign(); stage_ = 1; s.demoAt = now + 3800; }
      else if (stage_ === 1) { close(); demoUi.clear(); fill(0, false); stage_ = 2; typed = 0; s.demoAt = now + 1500; }
      else if (stage_ === 2) {
        const total = DEMO_EMAIL.length + DEMO_PASSWORD.length;
        typed++;
        const e = DEMO_EMAIL.slice(0, Math.min(typed, DEMO_EMAIL.length));
        const pw = DEMO_PASSWORD.slice(0, Math.max(0, typed - DEMO_EMAIL.length));
        demoUi.type(e, pw);
        fill(progress(e, pw), false);
        s.demoAt = now + (typed === DEMO_EMAIL.length ? 420 : 70 + Math.random() * 60);
        if (typed >= total) { stage_ = 0; s.demoAt = now + 1600; }
      }
    };

    size();
    s.fill = progress(DEMO_EMAIL, DEMO_PASSWORD); s.fillShown = s.fill; s.pose = mixPose(REST, NEAR, s.fill);
    s.fobYaw = s.pose.yaw + 0.5;
    const ro = new ResizeObserver(() => { size(); wake(); });
    ro.observe(box);
    const io = new IntersectionObserver(([e]) => { s.visible = e.isIntersecting && !document.hidden; if (s.visible) wake(); }, { threshold: 0.05 });
    io.observe(box);
    const vis = () => { s.visible = !document.hidden; if (s.visible) wake(); };
    document.addEventListener("visibilitychange", vis);
    const move = (e: PointerEvent) => {
      if (reduce) return;
      const r = box.getBoundingClientRect();
      s.px = ((e.clientX - r.left) / r.width) * 2 - 1; s.py = ((e.clientY - r.top) / r.height) * 2 - 1;
      wake();
    };
    const leave = () => { s.px = 0; s.py = 0; wake(); };
    box.addEventListener("pointermove", move);
    box.addEventListener("pointerleave", leave);
    const lost = (e: Event) => { e.preventDefault(); setShown("still"); };
    cv.addEventListener("webglcontextlost", lost);
    wake();
    return () => {
      cancelAnimationFrame(s.raf); ro.disconnect(); io.disconnect();
      document.removeEventListener("visibilitychange", vis);
      box.removeEventListener("pointermove", move); box.removeEventListener("pointerleave", leave);
      cv.removeEventListener("webglcontextlost", lost);
      api.current = null;
    };
  }, []);

  // The demo reaches into the form through these, so what it types is really in the fields.
  const demoUi = useRef({
    sign: () => {}, clear: () => {}, type: (_e: string, _p: string) => {},
  }).current;
  demoUi.sign = () => { setErrors({}); setDone(true); };
  demoUi.clear = () => { setDone(false); setEmail(""); setPassword(""); setErrors({}); };
  demoUi.type = (e: string, p: string) => { setEmail(e); setPassword(p); };

  const edit = (e: string, p: string) => {
    setEmail(e); setPassword(p); setDone(false); setSaid(false);
    setErrors({});
    api.current?.fill(progress(e, p), true);
  };
  const submit = (ev: React.FormEvent) => {
    ev.preventDefault();
    if (done) { setDone(false); setSaid(false); api.current?.close(); emailRef.current?.focus(); return; }
    const next: { email?: string; password?: string } = {};
    if (!/^[^@\s]+@[^@\s]+\.[^@\s]+$/.test(email.trim())) next.email = copy.badEmail;
    if (password.length < 8) next.password = copy.badPassword;
    setErrors(next);
    if (next.email || next.password) {
      api.current?.nudge();
      (next.email ? emailRef : passRef).current?.focus();
      return;
    }
    // nothing is sent or stored: the key turns and the form says so
    setDone(true); setSaid(true);
    api.current?.open(true);
  };
  const headline = done ? copy.done : copy.head;

  return (
    <section className="relative isolate overflow-hidden bg-[#f3ecdf] text-[#1d2a22]" style={{ fontFamily: FONT }}>
      <div className="mx-auto flex w-full max-w-[1600px] flex-col-reverse lg:min-h-[760px] lg:flex-row">
        <div className="relative z-10 flex w-full flex-col justify-center px-6 py-10 sm:px-10 lg:w-[42%] lg:px-16 lg:py-14">
          <p className="text-[11px] font-semibold uppercase tracking-[0.32em] text-[#1d2a22]/70">{copy.house} <span className="mx-2 text-[#1d2a22]/30">/</span> {copy.room}</p>
          <h2 className="mt-6 text-[52px] leading-[0.9] tracking-[-0.04em] sm:text-[68px] lg:text-[84px]" style={{ fontFamily: SERIF }}>
            <span className="block">{headline[0]}</span>
            <span className="block italic text-[#1f5c3d]">{headline[1]}</span>
          </h2>
          <p className="mt-5 max-w-[24rem] text-[16px] leading-relaxed text-[#1d2a22]/75">{done ? copy.ledeDone : copy.lede}</p>
          <form onSubmit={submit} onFocus={() => api.current?.stop()} onPointerDown={() => api.current?.stop()} noValidate className="mt-8 w-full max-w-[24rem] space-y-5">
            <div>
              <label htmlFor="brass-key-email" className="block text-[12px] font-semibold uppercase tracking-[0.2em] text-[#1d2a22]/80">{copy.email}</label>
              <input
                ref={emailRef} id="brass-key-email" name="email" type="email" inputMode="email" autoComplete="off" autoCapitalize="none" spellCheck={false}
                value={email} onChange={(e) => edit(e.target.value, password)} placeholder="[email protected]"
                aria-invalid={!!errors.email} aria-describedby={errors.email ? "brass-key-email-error" : undefined}
                className={`mt-2 h-12 w-full rounded-lg border bg-white/70 px-4 text-[17px] tracking-[-0.01em] text-[#1d2a22] outline-none transition-[border-color,box-shadow] placeholder:text-[#1d2a22]/40 focus-visible:border-[#1f5c3d] focus-visible:ring-4 focus-visible:ring-[#1f5c3d]/25 ${errors.email ? "border-[#a3341f]" : "border-[#1d2a22]/25"}`}
              />
              {errors.email && <p id="brass-key-email-error" className="mt-2 text-[14px] leading-snug text-[#a3341f]">{errors.email}</p>}
            </div>
            <div>
              <div className="flex items-baseline justify-between">
                <label htmlFor="brass-key-password" className="block text-[12px] font-semibold uppercase tracking-[0.2em] text-[#1d2a22]/80">{copy.password}</label>
                <a href="#" className="rounded text-[13px] text-[#1f5c3d] underline decoration-[#1f5c3d]/40 underline-offset-4 hover:decoration-[#1f5c3d] focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-[#1f5c3d]">{copy.forgot}</a>
              </div>
              <input
                ref={passRef} id="brass-key-password" name="password" type="password" autoComplete="off"
                value={password} onChange={(e) => edit(email, e.target.value)}
                aria-invalid={!!errors.password} aria-describedby={errors.password ? "brass-key-password-error" : undefined}
                className={`mt-2 h-12 w-full rounded-lg border bg-white/70 px-4 text-[17px] tracking-[0.08em] text-[#1d2a22] outline-none transition-[border-color,box-shadow] focus-visible:border-[#1f5c3d] focus-visible:ring-4 focus-visible:ring-[#1f5c3d]/25 ${errors.password ? "border-[#a3341f]" : "border-[#1d2a22]/25"}`}
              />
              {errors.password && <p id="brass-key-password-error" className="mt-2 text-[14px] leading-snug text-[#a3341f]">{errors.password}</p>}
            </div>
            <button type="submit" className="h-12 w-full rounded-lg bg-[#1f4d35] text-[16px] font-semibold tracking-[-0.01em] text-[#f6efe0] transition-[transform,background-color] duration-200 hover:bg-[#173d2a] focus-visible:outline-none focus-visible:ring-4 focus-visible:ring-[#c9973f] focus-visible:ring-offset-2 focus-visible:ring-offset-[#f3ecdf] active:scale-[0.99] motion-reduce:transition-none">
              {done ? copy.again : copy.button}
            </button>
            <p aria-live="polite" className="min-h-[1.5em] text-[14px] text-[#1d2a22]/75">{said ? copy.ok : ""}</p>
          </form>
        </div>
        <div ref={stage} className="relative h-[380px] w-full overflow-hidden bg-[#0f3523] sm:h-[460px] lg:h-auto lg:w-[58%]">
          <canvas ref={canvas} aria-hidden="true" className={`absolute inset-0 h-full w-full transition-opacity duration-700 motion-reduce:transition-none ${shown === "gl" ? "opacity-100" : "opacity-0"}`} />
          {shown === "still" && <Still open={done} />}
        </div>
      </div>
    </section>
  );
}

function progress(e: string, p: string) {
  return Math.min(1, e.length / DEMO_EMAIL.length) * 0.5 + Math.min(1, p.length / 8) * 0.5;
}

Install with one command: npx shadcn@latest add https://we.inc/r/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.json

When to use it

How to customize it

Accessibility

Questions

Does this form send my password anywhere?

No. The submit handler calls `preventDefault`, checks that the email looks like an address and that the password has at least eight characters, then only changes state on the page. To wire it up, send `email` and `password` to your own sign-in endpoint inside `submit` and call `api.current?.open(true)` only when your server agrees.

How does typing move a 3D object without a 3D library?

The fields compute a single number from 0 to 1 for how complete the form is. A spring in the animation loop chases that number, blends the key between its resting and its near pose, and hands the result to the shader as a position, a heading and a roll. The shader rotates every point into the key's own frame before measuring the distance to it, so moving the key costs nothing extra.

How is the brass made to look like metal?

Metal has no diffuse colour, so the shader colours only reflections. It reflects a simple room with a bright window and a lamp, tints the result with the brass colour, adds a sharp highlight from the sun, and raises the roughness and darkens the tint where ambient occlusion says a corner is tucked away, which reads as old polish and tarnish.

Why is the background blurred but the keyhole sharp?

Each frame shoots its rays from a slightly different point on an imaginary lens aimed at the same focal plane through the keyhole. Frames are blended into a floating point buffer, so after a second or so of stillness the leather far from that plane is soft, as it would be through a camera at a wide aperture.

Will it run on a phone?

It caps the drawing buffer at about a million pixels and at 1.5 times device pixel ratio, and if frames take too long it lowers the resolution further. It stops drawing when the section is off screen or the tab is hidden, and once the scene is still it finishes refining and goes idle.

Related: Ray-Marched Rose Soap Bar Email Input That Stamps Each Typed Letter into the Soap and Slides Away Across Wet Green Tiles When Sent, Pin Tumbler Lock Cutaway Password Strength Field Where Each Rule Sets a Pin and the Key Turns the Plug, Hotel Room Key and Enamel Fob on a Brass Ring That Swing and Knock Together.

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