Landing Page Hero Section with a Cast Resin App Window Catching a Shaft of Sun on an Ultramarine Sweep

A SaaS landing hero split into two halves. On the left sit a small announcement pill, a large headline, one supporting paragraph, a filled primary button, an outlined secondary button and a quiet line that says what it costs to try. On the right a slab of tangerine cast resin, cut like an app window with a title bar groove and three dimples for the window buttons, stands on a seamless ultramarine paper sweep. A low sun from behind it comes through a mullioned window above the frame, so the slab glows from inside, the bars of the window cross its face, and the panels of an interface cast in white resin inside it are thrown forward across the floor as a pool of warm, tinted light. The picture is one fragment shader that averages jittered frames until it is clean, then stops drawing. Move the mouse across the hero and the sun drifts with it. On a phone the copy comes first and the slab stands below it.

Code

import { useEffect, useRef, useState } from "react";
import { useReducedMotion } from "framer-motion";
import { ArrowRight, Play } from "lucide-react";

/** Everything a visitor reads. Change these and nothing else to reuse the hero. */
const copy = {
  brand: "Paneworks",
  signIn: "Sign in",
  eyebrow: "New: a live preview link for every draft",
  headline: "From a rough idea to a working app by Friday.",
  sub: "Describe the screens you want, drag them into order and send your team a link that already works. Paneworks writes the plumbing so you can stay on the parts people notice.",
  primary: { label: "Start building", href: "#start" },
  secondary: { label: "Watch the two minute tour", href: "#tour" },
  trust: "Free while you build. No card needed.",
};

const SUN_FOLLOWS_POINTER = true; // the window light slides a little as the pointer moves across the hero
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 for this scene: low sun from behind and to the left, through a window above the frame.
// WIN_OFF is a uniform here so the pool of light can slide with the pointer.
const GLSL_RIG_SETTINGS = `
const vec3 KEY_DIR = normalize(vec3(-0.42, 0.48, -0.77));
const vec3 KEY_COL = vec3(1.0, 0.84, 0.66) * 3.0;
const float KEY_SPREAD = 0.006;
const float WIN_DIST = 160.0;
const vec2 WIN_HALF = vec2(8.5, 11.0);
uniform vec2 WIN_OFF;
const float BAR = 0.8;
const float BAR_Y = 3.0;
const vec3 SKY_COL = vec3(0.6, 0.67, 0.78) * 0.2;
const vec3 FILL_DIR = normalize(vec3(0.3, 0.42, 1.0));
const vec3 FILL_COL = vec3(1.0, 0.95, 0.88) * 0.2;
const vec3 CEIL_COL = vec3(0.95, 0.9, 0.84) * 0.5;`;
const GLSL_LIGHT_RIG = `
// the window opening with one vertical bar and one transom, in window-plane units
float paneMask(vec2 q, float pen) {
  vec2 e = WIN_HALF - abs(q);
  float open = smoothstep(-pen, pen, e.x) * smoothstep(-pen, pen, e.y);
  float bars = smoothstep(-pen, pen, abs(q.x) - BAR) * smoothstep(-pen, pen, abs(q.y - BAR_Y) - BAR);
  return open * bars;
}
// The gobo: how much of the window a point sees along KEY_DIR. This is what makes light look like it came
// from a real room instead of a CG directional light: a pool with straight edges and bar shadows.
float keyGobo(vec3 p) {
  mat3 B = basisOf(KEY_DIR);
  vec2 q = vec2(dot(p, B[0]), dot(p, B[1])) - WIN_OFF;
  float d = max(WIN_DIST - dot(p, KEY_DIR), 1.0);
  return paneMask(q, 0.25 + d * KEY_SPREAD);
}
// What a mirror sees. The window appears as a bright shape with bars: that shape in every reflection is the
// single strongest "this is a photograph" cue. Everything else is dark so reflections have contrast.
// envStudioRough: the same room seen in a ROUGH surface. Instead of firing random glossy rays at a small, very
// bright window (the source of sand-like speckle and sparkling metal), the window and card are blurred
// analytically by the roughness. Deterministic: zero noise, converges in one frame.
vec3 envStudioRough(vec3 rd, float rough) {
  float a = rough * rough;                       // GGX alpha: roughly the angular blur in radians
  vec3 c = mix(vec3(0.028, 0.025, 0.022), CEIL_COL, smoothstep(0.1 - a, 0.95 + a, rd.y));
  c = mix(c, vec3(0.09, 0.075, 0.06), smoothstep(0.0, -0.5 - a, rd.y));
  float k = dot(rd, KEY_DIR);
  if (k > 0.0) {
    mat3 B = basisOf(KEY_DIR);
    vec2 q = vec2(dot(rd, B[0]), dot(rd, B[1])) / k * WIN_DIST - WIN_OFF;
    float pen = 1.2 + a * WIN_DIST;
    // a blurred window spreads the same light over a larger area: keep its energy, so the peak drops
    float spread = (WIN_HALF.x * WIN_HALF.y) / ((WIN_HALF.x + pen) * (WIN_HALF.y + pen));
    c += vec3(1.0, 0.96, 0.9) * 26.0 * paneMask(q, pen) * mix(1.0, spread, saturate(a * 4.0));
  }
  float f = dot(rd, FILL_DIR);
  if (f > 0.0) {
    mat3 B = basisOf(FILL_DIR);
    vec2 e = vec2(0.6, 0.36) - abs(vec2(dot(rd, B[0]), dot(rd, B[1])) / f);
    float w = 0.18 + a;
    c += FILL_COL * 7.0 * smoothstep(-w, w, e.x) * smoothstep(-w, w, e.y);
  }
  return c;
}
vec3 envStudio(vec3 rd) { return envStudioRough(rd, 0.0); }`;
const GLSL_MATERIALS = `
// q = position in the object's own frame, in CENTIMETRES (scale noise accordingly if your units differ).
// n = geometric normal. Every material returns a perturbed normal: real surfaces are never perfect.
struct Mat { vec3 albedo; float rough; float metal; float coat; vec3 n; };
Mat mk(vec3 a, float r, float m, float c, vec3 n) { Mat x; x.albedo = a; x.rough = r; x.metal = m; x.coat = c; x.n = n; return x; }

// Metals: these are reflectance (F0) colours in linear light, not paint colours.
const vec3 BRASS = vec3(0.88, 0.69, 0.37);
const vec3 GOLD = vec3(1.0, 0.76, 0.33);
const vec3 STEEL = vec3(0.56, 0.56, 0.54);
const vec3 ALUMINIUM = vec3(0.91, 0.92, 0.92);
const vec3 COPPER = vec3(0.95, 0.62, 0.50);

// Brushed: fine parallel scratches along axis. Tilting the normal ACROSS the brushing stretches highlights
// across it, which is how brushed metal really looks.
Mat matBrushed(vec3 q, vec3 n, vec3 f0, vec3 axis) {
  vec3 b = normalize(cross(n, axis) + 1e-4);
  float a = dot(q, axis), c = dot(q, b);
  float s = 0.6 * vnoise(vec2(a * 0.5, c * 240.0)) + 0.4 * vnoise(vec2(a * 0.1, c * 700.0));
  return mk(f0 * (0.96 + 0.04 * s), 0.24 + 0.04 * s, 1.0, 0.0, normalize(n + b * (s - 0.5) * 0.012));
}
// Polished: near mirror, with faint handling haze in patches (no real polished object is uniform).
Mat matPolished(vec3 q, vec3 n, vec3 f0) {
  float h = fbm(q.xz * 0.9 + q.y);
  return mk(f0, 0.04 + 0.09 * smoothstep(0.45, 0.75, h), 1.0, 0.0, n);
}
// Glazed ceramic: coloured body under a glass coat; glaze pools and thins, a few pinholes, gentle waviness.
Mat matCeramic(vec3 q, vec3 n, vec3 glaze) {
  float pool = fbm(q.xz * 0.6 + q.y * 0.4);
  float pin = step(0.996, hash13(floor(q * 22.0)));
  vec3 w = vec3(fbm(q.xy * 1.3) - 0.5, 0.0, fbm(q.zy * 1.3 + 4.0) - 0.5);
  return mk(glaze * (0.78 + 0.4 * pool) * (1.0 - 0.6 * pin), 0.35, 0.0, 1.0, normalize(n + w * 0.025));
}
// Matte paper or card: fibres, never flat white.
Mat matPaper(vec3 q, vec3 n, vec3 tint) {
  float f = fbm(q.xz * 9.0) * 0.6 + vnoise(q.xz * 60.0) * 0.4;
  return mk(tint * (0.93 + 0.08 * f), 0.88, 0.0, 0.0, normalize(n + vec3(f - 0.5, 0.0, f - 0.5) * 0.02));
}
// Linen: plain weave with slubs (thicker uneven threads), about 18 threads per cm.
Mat matLinen(vec3 q, vec3 n, vec3 tint) {
  vec2 u = q.xz * 18.0;
  float wx = 0.5 + 0.5 * sin(u.x * PI), wy = 0.5 + 0.5 * sin(u.y * PI);
  float over = mod(floor(u.x) + floor(u.y), 2.0);
  float th = mix(wx, wy, over);
  float slub = vnoise(vec2(floor(u.x) * 3.1, u.y * 0.08)) * vnoise(vec2(u.x * 0.08, floor(u.y) * 2.7));
  vec3 a = tint * (0.8 + 0.2 * th) * (0.92 + 0.16 * slub);
  return mk(a, 0.9, 0.0, 0.0, normalize(n + vec3(cos(u.x * PI) * (1.0 - over), 0.0, cos(u.y * PI) * over) * 0.08));
}
// Plaster / limewash: broad trowel clouds and fine pores.
Mat matPlaster(vec3 q, vec3 n, vec3 tint) {
  float c = fbm(q.xy * 0.18 + q.z * 0.1), p = vnoise(q.xy * 35.0 + q.z);
  return mk(tint * (0.86 + 0.22 * c) * (0.97 + 0.04 * p), 0.92, 0.0, 0.0, normalize(n + vec3(p - 0.5, c - 0.5, 0.0) * 0.03));
}
// Honed travertine: cream with soft bands along one direction and long shallow pits.
Mat matTravertine(vec3 q, vec3 n) {
  float band = fbm(vec2(q.z * 0.35 + fbm(q.xz * 0.08) * 2.0, q.x * 0.03));
  vec3 a = mix(vec3(0.66, 0.58, 0.47), vec3(0.78, 0.71, 0.6), band);
  float pitN = vnoise(vec2(q.x * 1.6, q.z * 9.0) + 7.0) * vnoise(vec2(q.x * 0.5, q.z * 3.0));
  float pit = smoothstep(0.5, 0.58, pitN);
  a = mix(a, vec3(0.52, 0.44, 0.34), pit * 0.3);
  a *= 0.96 + 0.08 * vnoise(q.xz * 30.0);
  return mk(a, mix(0.42, 0.9, pit), 0.0, 0.0, normalize(n + vec3(0.0, 0.0, pit * 0.08)));
}
// Marble: soft warped veins, polished.
Mat matMarble(vec3 q, vec3 n, vec3 base, vec3 vein) {
  // thin veins that wander but do not curl: low warp, a main vein family and a fainter hairline family
  float w = fbm3(q * 0.15) * 3.2;
  float v = 1.0 - smoothstep(0.0, 0.05, abs(sin(q.x * 0.35 + q.z * 0.18 + w)));
  float hair = 1.0 - smoothstep(0.0, 0.03, abs(sin(q.x * 0.9 - q.z * 0.6 + w * 1.7)));
  vec3 a = mix(base, vein, v * 0.6 + hair * 0.2) * (0.96 + 0.08 * fbm(q.xz * 1.5));
  return mk(a, 0.12, 0.0, 0.6, n);
}
// Wood, grain running along x. Photographic wood is LOW contrast: rings within 25% brightness, not stripes.
const vec3 OAK_LIGHT = vec3(0.52, 0.36, 0.20), OAK_DARK = vec3(0.36, 0.23, 0.12);
const vec3 WALNUT_LIGHT = vec3(0.20, 0.11, 0.06), WALNUT_DARK = vec3(0.11, 0.055, 0.03);
Mat matWood(vec3 q, vec3 n, vec3 light, vec3 dark, float pores) {
  float r = length(q.yz + vec2(9.0, 4.0)) * 3.2 + fbm3(q * vec3(0.05, 0.7, 0.7)) * 3.0;
  float ring = smoothstep(0.4, 0.95, fract(r));
  float streak = vnoise(vec2(q.x * 0.05, q.z * 11.0 + q.y * 11.0)) * 0.6 + vnoise(vec2(q.x * 0.2, q.z * 40.0)) * 0.4;
  vec3 a = mix(light, dark, ring * 0.3 + streak * 0.35);
  float pore = smoothstep(0.78, 0.86, vnoise(vec2(q.x * 1.4, (q.z + q.y) * 55.0))) * pores;
  a *= 1.0 - pore * 0.35;
  return mk(a, 0.45 + 0.2 * pore, 0.0, 0.35, normalize(n + vec3(0.0, 0.0, (streak - 0.5) * 0.03)));
}

// Dielectrics (glass, acrylic, resin). You trace the refracted ray yourself; these do the physics around it.
float fresnelD(float c, float ior) { float r = (1.0 - ior) / (1.0 + ior); r *= r; return r + (1.0 - r) * pow(1.0 - saturate(c), 5.0); }
// Light lost to the colour of the body over a path of length len. absorb is per unit length per channel:
// clear soda glass vec3(0.05, 0.012, 0.03) per cm (green edges); resin uses strong values for deep colour.
vec3 beer(vec3 absorb, float len) { return exp(-absorb * len); }`;
const GLSL_SDF = `
float sdRoundBox(vec3 p, vec3 b, float r) { vec3 q = abs(p) - b + r; return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - r; }
float smax(float a, float b, float k) { float h = max(k - abs(a - b), 0.0); return max(a, b) + h * h * 0.25 / k; }
float smin(float a, float b, float k) { float h = max(k - abs(a - b), 0.0); return min(a, b) - h * h * 0.25 / k; }
// ray vs box centred at the origin: (t near, t far)
vec2 boxI(vec3 ro, vec3 rd, vec3 b) {
  rd = mix(rd, vec3(1e-5), lessThan(abs(rd), vec3(1e-5)));
  vec3 m = 1.0 / rd, n = m * ro, k = abs(m) * b;
  vec3 t1 = -n - k, t2 = -n + k;
  return vec2(max(max(t1.x, t1.y), t1.z), min(min(t2.x, t2.y), t2.z));
}
vec3 boxFaceNormal(vec3 p, vec3 b) { vec3 d = abs(p) / b; return d.x > d.y && d.x > d.z ? vec3(sign(p.x), 0, 0) : d.y > d.z ? vec3(0, sign(p.y), 0) : vec3(0, 0, sign(p.z)); }`;
const GLSL_SHADOW_AO = `
// needs: const float SCENE_TOP, AO_RADIUS; float map(vec3); float mapShadow(vec3); vec3 lightFilter(vec3 p, vec3 l)
// Deterministic penumbra (no random sun points: random shadow rays are the main source of floor speckle).
// SHADOW_SOFT is the penumbra angle in radians: sun-sharp is ~0.01, overcast-soft ~0.08.
const float SHADOW_SOFT = 0.03;
float softShadow(vec3 ro, vec3 rd, float tmin, float tmax) {
  float res = 1.0, t = tmin, ph = 1e10;
  for (int i = 0; i < 48; i++) {
    vec3 p = ro + rd * t;
    if (p.y > SCENE_TOP && rd.y > 0.0) break;
    float h = mapShadow(p);
    if (h < 0.0004) return 0.0;
    float y = h * h / (2.0 * ph), d = sqrt(max(h * h - y * y, 0.0));
    res = min(res, d / (SHADOW_SOFT * max(1e-3, t - y)));
    ph = h;
    t += clamp(h, 0.01, 3.0);
    if (t > tmax) break;
  }
  res = saturate(res);
  return res * res * (3.0 - 2.0 * res);
}
vec3 shadowCol(vec3 ro, vec3 rd) { return softShadow(ro, rd, 0.01, 200.0) * lightFilter(ro, rd); }
float calcAO(vec3 p, vec3 n) {
  float occ = 0.0, s = 1.0;
  for (int i = 0; i < 5; i++) { float h = AO_RADIUS * (0.06 + 0.94 * float(i) / 4.0); occ += (h - map(p + n * h)) * s; s *= 0.72; }
  return saturate(1.0 - 1.4 * occ / AO_RADIUS);
}
vec3 calcNormal(vec3 p, float e) {
  vec2 k = vec2(1.0, -1.0);
  return normalize(k.xyy * map(p + k.xyy * e) + k.yyx * map(p + k.yyx * e) + k.yxy * map(p + k.yxy * e) + k.xxx * map(p + k.xxx * e));
}`;
const GLSL_LIGHTING = `
// One opaque surface under the rig. Diffuse from the key (through the window gobo, with smooth analytic
// shadows), cool sky and the card; specular reflects the room along the mirror direction with the window
// pre-blurred by roughness (envStudioRough). Everything here is deterministic, so it adds NO per-frame noise:
// accumulation only has to clean up edges, depth of field and any glass you trace yourself.
// coat adds a sharp glaze/lacquer layer.
vec3 litOpaque(vec3 p, vec3 v, Mat m, float ao) {
  vec3 n = m.n;
  float NoV = max(dot(n, v), 1e-3);
  vec3 L = KEY_DIR;
  float NoL = max(dot(n, L), 0.0);
  vec3 sun = NoL > 0.0 ? KEY_COL * NoL * keyGobo(p) * shadowCol(p + n * 0.015, L) : vec3(0.0);
  vec3 f0 = mix(vec3(0.04), m.albedo, m.metal);
  vec3 F = f0 + (1.0 - f0) * pow(1.0 - NoV, 5.0);
  vec3 amb = SKY_COL * (0.55 + 0.45 * n.y) + FILL_COL * 1.6 * max(dot(n, FILL_DIR) + 0.25, 0.0);
  vec3 col = (1.0 - F) * (1.0 - m.metal) * m.albedo * (sun + amb * ao);
  vec3 r = reflect(-v, n);
  // rough surfaces lose some of the grazing Fresnel boost
  vec3 Fr = f0 + (max(vec3(1.0 - m.rough), f0) - f0) * pow(1.0 - NoV, 5.0);
  col += Fr * envStudioRough(r, m.rough) * mix(vec3(1.0), shadowCol(p + n * 0.015, r), 1.0 - m.rough * 0.6) * mix(1.0, ao, 0.6);
  if (m.coat > 0.0) {
    vec3 rc = reflect(-v, n);
    float Fc = (0.04 + 0.96 * pow(1.0 - NoV, 5.0)) * m.coat;
    col = col * (1.0 - Fc) + Fc * envStudio(rc) * shadowCol(p + n * 0.015, rc);
  }
  return col;
}
// Light that a lit translucent body gives off from inside (resin, wax, jade, frosted acrylic).
vec3 subsurface(vec3 p, vec3 n, vec3 scatterCol, float strength) {
  return scatterCol * strength * (KEY_COL * keyGobo(p) * (0.35 + 0.65 * max(dot(n, KEY_DIR), 0.0)) + SKY_COL);
}`;
const OUTPUT_FS = `#version 300 es
precision highp float;
uniform sampler2D uAccum;
uniform vec2 uPx;
uniform float uExposure, uGrain, uVignette, uSeed, uHalation;
in vec2 vUv;
out vec4 o;
float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); }
float hash(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
// ACES filmic fit: highlights roll off instead of clipping, which is most of the "camera" look
vec3 aces(vec3 x) { return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0); }
void main() {
  vec3 c = texture(uAccum, vUv).rgb;
  // halation: the brightest highlights bleed a warm glow, like light scattering in film
  vec3 g = vec3(0.0);
  float rot = 6.2831853 * ign(gl_FragCoord.xy);
  for (int k = 0; k < 12; k++) {
    float a = float(k) * 2.39996 + rot, r = 2.0 + 24.0 * sqrt(float(k) / 12.0);
    g += max(texture(uAccum, vUv + vec2(cos(a), sin(a)) * r * uPx).rgb - 2.0, 0.0);
  }
  c += g / 12.0 * vec3(0.42, 0.3, 0.22) * uHalation;
  c = aces(c * uExposure);
  vec2 q = vUv - 0.5;
  c *= 1.0 - uVignette * dot(q, q) * 2.0;
  c = pow(c, vec3(1.0 / 2.2));
  // grain lives in the midtones, never in pure black or white
  float l = dot(c, vec3(0.299, 0.587, 0.114));
  // static grain (it does not crawl), meant to be barely visible: default amplitude 0.012
  c += (hash(gl_FragCoord.xy + uSeed) - 0.5) * uGrain * (0.25 + 3.0 * l * (1.0 - l));
  o = vec4(c, 1.0);
}`;
type Vec3 = [number, number, number];
type Camera = { pos: Vec3; rt: Vec3; up: Vec3; fw: Vec3; tan: number; aspect: number; shift: [number, number]; aperture: number; focus: number };
const sub = (a: Vec3, b: Vec3): Vec3 => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
const dot = (a: Vec3, b: Vec3) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const norm = (a: Vec3): Vec3 => { const l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; };
const cross = (a: Vec3, b: Vec3): Vec3 => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
function lookAt(pos: Vec3, target: Vec3, fovYdeg: number, aspect: number, aperture = 0, shift: [number, number] = [0, 0]): Camera {
  const fw = norm(sub(target, pos));
  const rt = norm(cross(fw, [0, 1, 0]));
  const up = cross(rt, fw);
  return { pos, rt, up, fw, tan: Math.tan((fovYdeg * Math.PI) / 360), aspect, shift, aperture, focus: Math.hypot(...sub(target, pos)) };
}
function compileProgram(gl: WebGL2RenderingContext, vs: string, fs: string) {
  const p = gl.createProgram()!;
  for (const [type, src] of [[gl.VERTEX_SHADER, vs], [gl.FRAGMENT_SHADER, fs]] as const) {
    const s = gl.createShader(type)!;
    gl.shaderSource(s, src);
    gl.compileShader(s);
    if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || "shader");
    gl.attachShader(p, s);
  }
  gl.linkProgram(p);
  if (!gl.getProgramParameter(p, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(p) || "link");
  return p;
}
type StageOptions = {
  canvas: HTMLCanvasElement;
  wrap: HTMLElement;
  /** full fragment shader: GLSL_HEADER + chunks + your scene. Writes linear HDR to `o`. */
  sceneFS: string;
  /** called once per CSS resize, before drawing: build your camera here and return it */
  camera: (cssW: number, cssH: number) => Camera;
  /** your uniforms, every rendered frame (program is in use) */
  uniforms?: (gl: WebGL2RenderingContext, loc: (name: string) => WebGLUniformLocation | null, t: number) => void;
  /** advance your simulation; return true while anything visible is still moving */
  step?: (dt: number, t: number) => boolean;
  /** samples per pixel when at rest (then drawing stops). Default 128; never below 96 */
  samples?: number;
  /** blend weight of each new frame while moving: 0.25 (default) keeps ~4 frames of history; raise for fast motion */
  motionBlend?: number;
  maxPixels?: number; // cap on drawing buffer pixels, default 2.2e6
  maxDpr?: number; // default 2
  exposure?: number; grain?: number; vignette?: number; halation?: number;
  onFail?: () => void; // WebGL 2 missing, shader error or context lost: show your CSS still
};
function createPhotoStage(o: StageOptions) {
  const { canvas, wrap } = o;
  const fail = () => { o.onFail?.(); return null; };
  const gl = canvas.getContext("webgl2", { antialias: false, alpha: false, depth: false, powerPreference: "high-performance" });
  if (!gl) return fail();
  const float = !!gl.getExtension("EXT_color_buffer_float");
  let scene: WebGLProgram, out: WebGLProgram;
  try {
    scene = compileProgram(gl, FULLSCREEN_VS, o.sceneFS);
    out = compileProgram(gl, FULLSCREEN_VS, OUTPUT_FS);
  } catch (e) {
    console.error(e);
    return fail();
  }
  const SAMPLES = o.samples ?? 128;
  const MOTION = o.motionBlend ?? 0.25;
  let frameNo = 0;
  const maxPixels = o.maxPixels ?? 2.2e6;
  let scale = Math.min(window.devicePixelRatio || 1, o.maxDpr ?? 2);
  const vao = gl.createVertexArray();
  const fbo = gl.createFramebuffer();
  const tex = gl.createTexture();
  const locS = new Map<string, WebGLUniformLocation | null>();
  const loc = (n: string) => { if (!locS.has(n)) locS.set(n, gl.getUniformLocation(scene, n)); return locS.get(n)!; };
  const locO = (n: string) => gl.getUniformLocation(out, n);
  let W = 0, H = 0, cssW = 1, cssH = 1, n = 0, cam: Camera | null = null;

  const resize = () => {
    cssW = Math.max(1, wrap.clientWidth); cssH = Math.max(1, wrap.clientHeight);
    let k = scale;
    if (cssW * cssH * k * k > maxPixels) k = Math.sqrt(maxPixels / (cssW * cssH));
    cam = o.camera(cssW, cssH);
    n = 0;
    const w = Math.max(2, Math.round(cssW * k)), h = Math.max(2, Math.round(cssH * k));
    if (w === W && h === H) return;
    W = w; H = h; canvas.width = W; canvas.height = H;
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.texImage2D(gl.TEXTURE_2D, 0, float ? gl.RGBA16F : gl.RGBA8, W, H, 0, gl.RGBA, float ? gl.HALF_FLOAT : gl.UNSIGNED_BYTE, null);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
  };

  const draw = (t: number, moving: boolean) => {
    const c = cam!;
    gl.bindVertexArray(vao);
    gl.viewport(0, 0, W, H);
    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
    gl.useProgram(scene);
    gl.uniform2f(loc("uRes"), W, H);
    gl.uniform1f(loc("uFrame"), frameNo++); // never repeats, so moving frames keep exploring new samples
    gl.uniform1f(loc("uTime"), t);
    gl.uniform3fv(loc("uCamPos"), c.pos); gl.uniform3fv(loc("uCamRt"), c.rt); gl.uniform3fv(loc("uCamUp"), c.up); gl.uniform3fv(loc("uCamFw"), c.fw);
    gl.uniform1f(loc("uTan"), c.tan); gl.uniform1f(loc("uAspect"), c.aspect); gl.uniform1f(loc("uAperture"), c.aperture); gl.uniform1f(loc("uFocus"), c.focus);
    gl.uniform2fv(loc("uShift"), c.shift);
    o.uniforms?.(gl, loc, t);
    // blend the new jittered frame into the running average: alpha 1/(n+1) is an exact mean;
    // while moving keep a SHORT history instead of restarting: alpha 0.25 is about 4 frames (a touch of motion
    // blur, no speckle). When it stops, carry on averaging from there: n continues at 1/MOTION samples.
    const alpha = moving ? MOTION : 1 / (n + 1);
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.CONSTANT_ALPHA, gl.ONE_MINUS_CONSTANT_ALPHA);
    gl.blendColor(0, 0, 0, n === 0 ? 1 : alpha);
    gl.drawArrays(gl.TRIANGLES, 0, 3);
    gl.disable(gl.BLEND);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.useProgram(out);
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, tex);
    gl.uniform1i(locO("uAccum"), 0);
    gl.uniform2f(locO("uPx"), 1 / W, 1 / H);
    gl.uniform1f(locO("uExposure"), o.exposure ?? 1);
    gl.uniform1f(locO("uGrain"), o.grain ?? 0.012);
    gl.uniform1f(locO("uVignette"), o.vignette ?? 0.35);
    gl.uniform1f(locO("uHalation"), o.halation ?? 0.6);
    gl.uniform1f(locO("uSeed"), 0);
    gl.drawArrays(gl.TRIANGLES, 0, 3);
    n = moving ? Math.round(1 / MOTION) : n + 1;
  };

  resize();
  const ro = new ResizeObserver(resize);
  ro.observe(wrap);

  let raf = 0, last = performance.now(), slow = 0, onScreen = true, dead = false;
  const t0 = last;
  const tick = (now: number) => {
    raf = 0;
    const real = now - last;
    last = now;
    const dt = Math.min(real / 1000, 0.05);
    const t = (now - t0) / 1000;
    const moving = o.step ? o.step(dt, t) : false;
    if (moving || n < SAMPLES) {
      if (moving) {
        // measure, do not guess: if moving frames run long, draw fewer pixels
        slow = slow * 0.9 + (real > 28 ? 0.1 : 0);
        if (slow > 0.55 && scale > 0.45) { scale *= 0.85; slow = 0; W = 0; resize(); }
      }
      draw(t, moving);
    }
    if (onScreen && !document.hidden) raf = requestAnimationFrame(tick);
  };
  const wake = () => { if (!raf && !dead && onScreen && !document.hidden) { last = performance.now(); raf = requestAnimationFrame(tick); } };
  const io = new IntersectionObserver(([e]) => { onScreen = e.isIntersecting; wake(); });
  io.observe(wrap);
  document.addEventListener("visibilitychange", wake);
  const lost = (e: Event) => { e.preventDefault(); dead = true; o.onFail?.(); };
  canvas.addEventListener("webglcontextlost", lost);
  wake();

  return {
    /** something changed that is not animated (theme, text, reduced-motion snap): restart accumulation */
    invalidate() { n = 0; wake(); },
    /** call after step() starts moving from rest (input), so the loop is running */
    wake,
    camera: () => cam!,
    size: () => [cssW, cssH] as const,
    dispose() {
      dead = true;
      cancelAnimationFrame(raf);
      ro.disconnect(); io.disconnect();
      document.removeEventListener("visibilitychange", wake);
      canvas.removeEventListener("webglcontextlost", lost);
      gl.getExtension("WEBGL_lose_context")?.loseContext();
    },
  };
}
function springStep(s: { x: number; v: number }, target: number, dt: number, k = 900, damping = 38) {
  const sub = Math.max(1, Math.ceil(dt / 0.004));
  for (let i = 0; i < sub; i++) {
    const h = dt / sub;
    s.v += (k * (target - s.x) - damping * s.v) * h;
    s.x += s.v * h;
  }
  if (Math.abs(s.v) < 0.02 && Math.abs(target - s.x) < 0.002) { s.x = target; s.v = 0; return false; }
  return true;
}
const STILL_GRAIN =
  "url(\"data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='160' height='160'><filter id='n'><feTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='2' stitchTiles='stitch'/><feColorMatrix values='0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0 0.5 0 0 0 0.9 0'/></filter><rect width='100%' height='100%' filter='url(%23n)'/></svg>\")";
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, in centimetres: one cast resin slab the shape of an app window, standing on a painted sweep.
const SLAB = { halfW: 9.0, halfH: 6.4, halfD: 1.6, turn: -0.38 }; // turn: radians about the vertical axis
const RESIN_ABS = "vec3(0.012, 0.16, 0.42)"; // how strongly the resin soaks up red, green and blue per cm (tangerine)
const FIELD = "vec3(0.05, 0.085, 0.34)"; // the colour of the painted backdrop (linear light, ultramarine)

const SCENE = `
const float SCENE_TOP = ${(SLAB.halfH * 2 + 2).toFixed(1)};
const float AO_RADIUS = 3.0;
uniform vec3 uC;
uniform vec2 uRot;
uniform sampler2D uArt;
const vec3 HB = vec3(${SLAB.halfW.toFixed(2)}, ${SLAB.halfH.toFixed(2)}, ${SLAB.halfD.toFixed(2)});
const float ZA = HB.z - 0.5; // the white resin "interface" is cast this far behind the front face
const float WALL = 55.0;
const vec3 RESIN_ABS = ${RESIN_ABS};
vec3 toL(vec3 q) { return vec3(uRot.x * q.x + uRot.y * q.z, q.y, -uRot.y * q.x + uRot.x * q.z); }
vec3 toW(vec3 q) { return vec3(uRot.x * q.x - uRot.y * q.z, q.y, uRot.y * q.x + uRot.x * q.z); }
float slab(vec3 p) {
  vec3 q = toL(p - uC);
  float d = sdRoundBox(q, HB, 0.42);
  // the title bar: a fine groove across the front, and three shallow dimples for the window buttons
  float g = sdRoundBox(q - vec3(0.0, HB.y - 2.25, HB.z), vec3(HB.x - 0.9, 0.05, 0.12), 0.04);
  d = smax(d, -g, 0.05);
  for (int i = 0; i < 3; i++) {
    float s = length(q - vec3(-HB.x + 1.4 + float(i) * 0.95, HB.y - 1.15, HB.z + 0.2)) - 0.3;
    d = smax(d, -s, 0.05);
  }
  return d;
}
// a seamless paper sweep: floor curving up into the back wall
float sweep(vec3 p) { return smin(p.y, p.z + WALL, 40.0); }
vec2 scene(vec3 p, int skip) {
  float s = sweep(p);
  if (skip == 1) return vec2(s, 0.0);
  float b = slab(p);
  return b < s ? vec2(b, 1.0) : vec2(s, 0.0);
}
float map(vec3 p) { return scene(p, -1).x; }
// the slab does not block the sun: lightFilter tints and focuses what passes through it instead
float mapShadow(vec3 p) { return 100.0; }
float artAt(vec3 q) {
  vec2 lo = vec2(-HB.x + 0.8, -HB.y + 0.8), hi = vec2(HB.x - 0.8, HB.y - 2.75);
  vec2 uv = (q.xy - lo) / (hi - lo);
  if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) return 0.0;
  return texture(uArt, vec2(uv.x, 1.0 - uv.y)).r;
}
vec3 lightFilter(vec3 p, vec3 l) {
  vec3 q = toL(p - uC), d = toL(l), b = HB - 0.08;
  vec2 tb = boxI(q, d, b);
  if (tb.y <= max(tb.x, 0.0)) return vec3(1.0);
  float t0 = max(tb.x, 0.0), len = tb.y - t0;
  vec3 e = b - abs(q + d * (t0 + tb.y) * 0.5);
  float rim = min(min(e.x, e.y), e.z * 3.0);
  float ta = (ZA - q.z) / d.z;
  float art = ta > t0 && ta < tb.y ? artAt(q + d * ta) : 0.0;
  return beer(RESIN_ABS, len) * (0.4 + 1.6 * smoothstep(0.0, 1.2, rim)) * (1.0 - 0.75 * art);
}
`;

const SCENE_MAIN = `
vec3 shadeSweep(vec3 p, vec3 v) {
  vec3 n = calcNormal(p, 0.01);
  float ao = calcAO(p, n);
  vec3 q = n.y > 0.7 ? vec3(p.x, p.z, p.y) : p;
  Mat m = matPlaster(q * 0.8, n, ${FIELD});
  return litOpaque(p, v, m, ao);
}
vec3 traceBehind(vec3 ro, vec3 rd) {
  float t = 0.0;
  for (int s = 0; s < 96; s++) {
    vec3 p = ro + rd * t;
    float h = sweep(p);
    if (h < 0.0005 * (t + 1.0)) return shadeSweep(p, -rd);
    t += h;
    if (t > 900.0) break;
  }
  return envStudio(rd);
}
// the white resin cast inside the block: diffuse, lit by the sun that reaches it and by the room
vec3 whiteLit(vec3 wp) {
  return vec3(0.74, 0.7, 0.64) * (KEY_COL * keyGobo(wp) * 0.2 + SKY_COL * 1.4 + FILL_COL * 1.5);
}
vec3 shadeResin(vec3 p, vec3 v) {
  vec3 n = calcNormal(p, 0.002);
  vec3 lq = toL(p - uC);
  // cast resin is never optically flat: a slow ripple left by the mould
  n = normalize(n + toW(vec3(fbm(lq.xy * 0.5) - 0.5, fbm(lq.zy * 0.5 + 3.0) - 0.5, 0.0)) * 0.014);
  float F = fresnelD(max(dot(v, n), 0.0), 1.5);
  vec3 col = F * envStudioRough(reflect(-v, n), 0.03);
  vec3 dir = toL(refract(-v, n, 1.0 / 1.5)), pos = lq, thr = vec3(1.0 - F);
  for (int k = 0; k < 4; k++) {
    float len = max(boxI(pos, dir, HB).y, 0.0);
    if (abs(dir.z) > 1e-4) {
      float ta = (ZA - pos.z) / dir.z;
      if (ta > 0.0 && ta < len) {
        vec3 aq = pos + dir * ta;
        float m = artAt(aq);
        if (m > 0.0) {
          thr *= beer(RESIN_ABS, ta);
          col += thr * m * whiteLit(uC + toW(aq));
          thr *= 1.0 - m;
          pos = aq; len -= ta;
        }
      }
    }
    thr *= beer(RESIN_ABS, len);
    pos += dir * len;
    vec3 ne = boxFaceNormal(pos, HB);
    vec3 od = refract(dir, -ne, 1.5);
    if (dot(od, od) > 1e-4) {
      thr *= 1.0 - fresnelD(dot(od, ne), 1.5);
      vec3 wd = toW(od);
      col += thr * traceBehind(uC + toW(pos) + wd * 0.05, wd);
      break;
    }
    dir = reflect(dir, ne);
    pos -= ne * 0.002;
  }
  // a lit resin body glows from inside
  col += subsurface(p, n, vec3(1.0, 0.42, 0.08), 0.32);
  return col;
}
void main() {
  vec3 ro, rd;
  cameraRay(ro, rd);
  float t = 0.0;
  vec2 h = vec2(1e9, 0.0);
  bool hit = false;
  for (int s = 0; s < 200; s++) {
    h = scene(ro + rd * t, -1);
    if (h.x < 0.0003 * t) { hit = true; break; }
    t += h.x;
    if (t > 1500.0) break;
  }
  vec3 p = ro + rd * t, col;
  if (!hit) col = envStudio(rd);
  else if (h.y > 0.5) col = shadeResin(p, -rd);
  else col = shadeSweep(p, -rd);
  o = vec4(clampSample(col, 4.0), 1.0);
}
`;

const SCENE_FS = [GLSL_HEADER, GLSL_COMMON, GLSL_SAMPLING, GLSL_CAMERA, GLSL_RIG_SETTINGS, GLSL_LIGHT_RIG, GLSL_MATERIALS, GLSL_SDF, SCENE, GLSL_SHADOW_AO, GLSL_LIGHTING, SCENE_MAIN].join("\n");

/** The app interface cast in white resin inside the block: a sidebar and three panels, white on black. */
function interfaceArt() {
  const cv = document.createElement("canvas");
  cv.width = 1024;
  cv.height = 640;
  const ctx = cv.getContext("2d")!;
  ctx.fillStyle = "#000";
  ctx.fillRect(0, 0, 1024, 640);
  ctx.filter = "blur(2.5px)"; // soft walls, so the shapes read as cast, not printed
  const block = (x: number, y: number, w: number, h: number, a: number) => {
    ctx.fillStyle = `rgba(255,255,255,${a})`;
    ctx.beginPath();
    ctx.roundRect(x, y, w, h, 18);
    ctx.fill();
  };
  block(0, 0, 150, 640, 0.4);
  block(205, 0, 819, 270, 0.48);
  block(205, 330, 380, 310, 0.36);
  block(644, 330, 380, 310, 0.36);
  return cv;
}

type Sim = { sun: { x: number; v: number }[]; goal: [number, number] };

export default function PhotorealResinWindowHero() {
  const reduce = useReducedMotion();
  const wrapRef = useRef<HTMLDivElement>(null);
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const [mode, setMode] = useState<"pending" | "gl" | "still">("pending");
  const sim = useRef<Sim>({ sun: [{ x: 0, v: 0 }, { x: 0, v: 0 }], goal: [0, 0] });
  const stageRef = useRef<ReturnType<typeof createPhotoStage>>(null);

  useEffect(() => {
    const wrap = wrapRef.current, canvas = canvasRef.current;
    if (!wrap || !canvas) return;
    const s = sim.current;
    let artTex: WebGLTexture | null = null;
    const c = Math.cos(SLAB.turn), sn = Math.sin(SLAB.turn);
    const stage = createPhotoStage({
      canvas,
      wrap,
      sceneFS: SCENE_FS,
      samples: 128,
      exposure: 1.05,
      vignette: 0.38,
      onFail: () => setMode("still"),
      camera: (w, h) => {
        const aspect = w / h;
        const fov = 18;
        const wide = w >= 820;
        const k = Math.tan((fov * Math.PI) / 360);
        // wide: the slab sits right of the copy; narrow: below it, filling most of the width
        const dist = wide ? Math.max(92, 36 / (2 * k * aspect)) : 31 / (2 * k * aspect);
        const el = 0.42;
        const target: Vec3 = [0, SLAB.halfH * 0.95, 0];
        return lookAt([0, target[1] + Math.sin(el) * dist, Math.cos(el) * dist], target, fov, aspect, dist * 0.012, wide ? [0.4, -0.04] : [0, -0.58]);
      },
      uniforms: (gl, loc) => {
        gl.activeTexture(gl.TEXTURE1);
        gl.bindTexture(gl.TEXTURE_2D, artTex);
        gl.uniform1i(loc("uArt"), 1);
        gl.uniform3f(loc("uC"), 0, SLAB.halfH, 0);
        gl.uniform2f(loc("uRot"), c, sn);
        gl.uniform2f(loc("WIN_OFF"), s.sun[0].x, s.sun[1].x);
      },
      step: (dt) => {
        let moving = false;
        s.sun.forEach((p, i) => { if (springStep(p, s.goal[i], dt, 40, 13)) moving = true; });
        return moving;
      },
    });
    if (!stage) return;
    stageRef.current = stage;
    const gl = canvas.getContext("webgl2")!;
    artTex = gl.createTexture();
    gl.activeTexture(gl.TEXTURE1);
    gl.bindTexture(gl.TEXTURE_2D, artTex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, interfaceArt());
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_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);
    stage.invalidate();
    setMode("gl");
    return () => { stageRef.current = null; stage.dispose(); };
  }, []);

  const onMove = (e: React.PointerEvent) => {
    if (!SUN_FOLLOWS_POINTER || reduce || e.pointerType !== "mouse") return;
    const r = e.currentTarget.getBoundingClientRect();
    sim.current.goal = [((e.clientX - r.left) / r.width - 0.5) * 9, ((e.clientY - r.top) / r.height - 0.5) * -4];
    stageRef.current?.wake();
  };

  return (
    <section className="relative overflow-hidden bg-[#0d1838] text-[#f5efe4]" style={{ fontFamily: GROTESK }} onPointerMove={onMove}>
      <div ref={wrapRef} className="relative h-[880px] w-full md:h-[760px]">
        <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(90% 80% at 72% 70%, #26407f 0%, #142659 50%, #0b1533 100%)" }}>
            <div className="absolute inset-0" style={stillWindowLight()} />
            <div className="absolute bottom-[16%] right-[8%] h-[34%] w-[34%] md:bottom-[24%] md:right-[12%] md:h-[38%] md:w-[30%]" style={{ borderRadius: 14, background: "linear-gradient(160deg, rgba(255,170,90,0.92), rgba(214,84,22,0.88))", boxShadow: "inset 0 1px 0 rgba(255,255,255,0.4), 0 4px 3px rgba(0,0,0,0.3), 28px 34px 50px rgba(214,90,30,0.35)" }} />
            <div className="absolute inset-0 opacity-30 mix-blend-overlay" style={{ backgroundImage: STILL_GRAIN }} />
          </div>
        )}

        <header className="absolute inset-x-0 top-0 flex items-center justify-between px-5 py-5 md:px-14 md:py-7">
          <a href="#" className="rounded-md text-[17px] font-semibold tracking-[-0.01em] outline-none focus-visible:ring-2 focus-visible:ring-[#f5efe4]/80 focus-visible:ring-offset-4 focus-visible:ring-offset-[#0d1838]">{copy.brand}</a>
          <a href="#" className="rounded-full px-4 py-2 text-[14px] font-medium text-[#f5efe4]/85 outline-none transition-colors hover:bg-white/10 hover:text-[#f5efe4] focus-visible:ring-2 focus-visible:ring-[#f5efe4]/80">{copy.signIn}</a>
        </header>

        <div className="absolute inset-x-0 top-[84px] px-5 md:inset-y-0 md:left-0 md:right-auto md:top-0 md:flex md:w-[50%] md:items-center md:pl-14 md:pr-0 lg:pl-20">
          <div className="max-w-[560px]">
            <p className="mb-5 inline-flex items-center gap-2 rounded-full bg-white/[0.08] px-3 py-1.5 text-[12.5px] font-medium text-[#f5efe4]/85 ring-1 ring-inset ring-white/10">
              <span className="h-1.5 w-1.5 rounded-full bg-[#ff9b4a]" aria-hidden="true" />
              {copy.eyebrow}
            </p>
            <h1 className="text-[40px] font-semibold leading-[1.02] tracking-[-0.035em] [text-wrap:balance] sm:text-[52px] lg:text-[64px]">{copy.headline}</h1>
            <p className="mt-5 max-w-[470px] text-[16px] leading-[1.55] text-[#f5efe4]/75 md:text-[17px]">{copy.sub}</p>
            <div className="mt-8 flex flex-wrap items-center gap-3">
              <a href={copy.primary.href} className="group inline-flex h-12 items-center gap-2 rounded-full bg-[#f5efe4] pl-6 pr-5 text-[15px] font-semibold text-[#0d1838] outline-none transition-transform duration-150 hover:bg-white active:scale-[0.98] focus-visible:ring-2 focus-visible:ring-[#ff9b4a] focus-visible:ring-offset-2 focus-visible:ring-offset-[#0d1838]">
                {copy.primary.label}
                <ArrowRight aria-hidden="true" className="h-4 w-4 transition-transform duration-200 group-hover:translate-x-0.5 motion-reduce:transition-none" />
              </a>
              <a href={copy.secondary.href} className="inline-flex h-12 items-center gap-2.5 rounded-full px-5 text-[15px] font-medium text-[#f5efe4] ring-1 ring-inset ring-[#f5efe4]/25 outline-none transition-colors hover:bg-white/[0.07] focus-visible:ring-2 focus-visible:ring-[#f5efe4]/80">
                <Play aria-hidden="true" className="h-3.5 w-3.5 fill-current" />
                {copy.secondary.label}
              </a>
            </div>
            <p className="mt-6 text-[13px] text-[#f5efe4]/55">{copy.trust}</p>
          </div>
        </div>
      </div>
    </section>
  );
}

Install with one command: npx shadcn@latest add https://we.inc/r/landing-page-hero-section-with-a-cast-resin-app-window-catching-a-shaft-of-sun-on-an-ultramarine-sweep.json

When to use it

How to customize it

Accessibility

Questions

What goes into a good landing page hero section?

One sentence that says what the product does for the visitor, a short paragraph that backs it up, one main action and at most one secondary action, and something that lowers the risk of clicking, such as a free start. This hero keeps exactly those parts and gives the remaining space to one image.

Will the WebGL picture slow the page down?

The copy is plain HTML and renders first. The canvas caps its own resolution, lowers it if frames run long while the light moves, pauses when it is off screen or the tab is hidden, and stops drawing completely once the image has settled, usually within about a second.

How is the tinted light on the floor made?

For every point on the floor the shader follows a ray toward the sun. If that ray passes through the slab, the light is dimmed by how far it travelled through the resin, more for blue than for red, and blocked where it meets the white panels inside. That is why the floor shows the interface as a warm shadow pattern.

Can I use a photo or video instead of the resin slab?

Yes. Delete the canvas and the effect hook and put an image in the same container. The layout, copy and buttons do not depend on the scene, so the hero keeps working as a regular split hero.

Is the text good for SEO?

Yes. The headline, paragraph and links are in the HTML from the first render, so search engines and screen readers see the same words visitors do. Nothing important is drawn into the canvas.

Related: Sunlit Cast Resin Cube Pricing in WebGL Where a Shaft of Window Light Picks the Plan and the Cubes Tumble over to Yearly, Big Headline Hero with Stats Row, App Landing Hero with Phone Mockup.

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

More in Hero Sections

We.Inc is an AI-powered website builder you can resell under your own brand. Launch a branded client dashboard, bill on Stripe Connect, and deliver AI-generated websites in minutes. White-label plans start at $99 a month for 25 client sites, with a 7-day free trial and no per-site fees.

Product

Who It's For

Features

Resources

Company

View Sitemap