Ray-Marched Gold Solitaire Ring Jewellery Hero Resting on a Pale Silk Fold with a Dispersive Stone That Turns to the Pointer

A first screen for a jeweller that wants the piece to feel photographed, not drawn. A yellow gold solitaire stands upright in a fold of champagne silk, lit from a window behind and to the left. One fragment shader traces the whole still life: the band reflects the room, the silk and its own inside; the stone is cut as 73 real facets, and red, green and blue light are bent by slightly different amounts inside it, so the window breaks into flecks of colour as the ring turns. Light that passes through the stone lands on the silk as small coloured sparks inside the ring's shadow. Every frame looks through a different point of a small lens and a different spot inside each pixel, and the frames are blended, which gives smooth edges and a real soft background. Moving the pointer across the section turns the ring on a weighted spring; left alone it rocks slowly by itself.

Code

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

// Everything a visitor would edit first.
const piece = {
  house: "Maison Ardeline",
  kind: "The Solitaire, No. 4",
  headline: ["Light,", "kept", "in gold."],
  line: "One brilliant-cut stone held in four claws on a softly domed band of yellow gold, made to be worn every day and handed on after.",
  cta: "Choose your size",
  more: "Book a fitting",
  note: "Yellow gold, round brilliant",
};
// Materials, in linear light (0 to 1).
const GOLD = [0.98, 0.66, 0.27]; // reflectance of the metal head on; 0.95, 0.93, 0.88 gives white gold or platinum
const SILK = [0.86, 0.75, 0.66]; // the pale champagne silk
const STONE_TINT = [1.0, 0.995, 0.985]; // colour of the stone; 0.55, 0.7, 1.0 gives a pale sapphire
const IOR = [2.33, 2.42, 2.55]; // red, green and blue bend by different amounts: this spread is the fire
const FONT = '"Inter Tight", "Inter", ui-sans-serif, system-ui, -apple-system, "Segoe UI", sans-serif';
const SERIF = '"Didot", "Bodoni 72", "Bodoni MT", "Iowan Old Style", "Palatino Linotype", Palatino, Georgia, serif';

const f4 = (n: number) => n.toFixed(5);
const v3 = (c: number[]) => `vec3(${c.map(f4).join(", ")})`;

// ---- the stone: a round brilliant as 73 flat facets, generated here and written into the shader ----
const GS = 1.22; // stone size
const G = 0.19 * GS, GT = 0.006 * GS, TAB = 0.066 * GS;
const facets: number[][] = [];
(() => {
  const rad = Math.PI / 180;
  const add = (a: number, tilt: number, up: boolean, px: number, py: number) => {
    const s = Math.sin(tilt * rad), c = Math.cos(tilt * rad) * (up ? 1 : -1);
    facets.push([Math.cos(a) * s, c, Math.sin(a) * s, px * s + py * c]);
  };
  facets.push([0, 1, 0, TAB]);
  const rt = G - (TAB - GT) / Math.tan(34 * rad);
  for (let i = 0; i < 16; i++) { const a = (i * 22.5) * rad; facets.push([Math.cos(a), 0, Math.sin(a), G]); }
  for (let i = 0; i < 8; i++) {
    const a = i * 45 * rad, b = (i * 45 + 22.5) * rad;
    add(a, 34, true, G, GT); // bezel
    add(b, 21, true, rt, TAB); // star
    add(a, 40.8, false, G, -GT); // pavilion main
  }
  for (let i = 0; i < 16; i++) {
    const a = (i * 22.5 + 11.25) * rad;
    add(a, 43, true, G, GT); // upper girdle
    add(a, 43.5, false, G, -GT); // lower girdle
  }
})();
// a ray against the stone: where it enters, where it leaves, and the facet at each (planes come in as a uniform list)
const NF = facets.length;
const GEM_ISECT = `uniform vec4 uGem[${NF}];
bool gemHit(vec3 ro, vec3 rd, out float tn, out vec3 nn, out float tf, out vec3 nf){
  tn = -1e5; tf = 1e5; nn = vec3(0.0, 1.0, 0.0); nf = nn; bool ok = true;
  for (int i = 0; i < ${NF}; i++) {
    vec4 P = uGem[i]; float dn = dot(rd, P.xyz); float nm = P.w - dot(ro, P.xyz);
    if (dn < -1e-6) { float t = nm / dn; if (t > tn) { tn = t; nn = P.xyz; } }
    else if (dn > 1e-6) { float t = nm / dn; if (t < tf) { tf = t; nf = P.xyz; } }
    else if (nm < 0.0) ok = false;
  }
  return ok && tn <= tf && tf > 0.0;
}`;

const VERT = `attribute vec2 aPos; void main(){ gl_Position = vec4(aPos, 0.0, 1.0); }`;

// The photograph: a gold solitaire standing in a fold of silk, a window of daylight behind and to the left.
const SCENE = `
precision highp float;
uniform vec2 uRes; uniform vec2 uJit; uniform vec2 uLens; uniform float uSeed; uniform sampler2D uHist; uniform float uBlend;
uniform vec3 uCam; uniform vec3 uTgt; uniform float uFoc; uniform vec2 uShift; uniform float uFocus; uniform float uAper;
uniform vec2 uYaw; uniform vec3 uSun;
const vec3 GOLD = ${v3(GOLD)}; const vec3 SILK = ${v3(SILK)}; const vec3 TINT = ${v3(STONE_TINT)}; const vec3 IOR = ${v3(IOR)};
const vec3 SUNC = vec3(1.0, 0.94, 0.85);
const float RR = 0.6; const float RH = 0.062; const float RW = 0.1;
const vec3 RC = vec3(0.0, 0.658, 0.0);
const vec3 GC = vec3(0.0, 0.83, 0.0); const float GS = ${GS.toFixed(3)};
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 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); }
vec3 toL(vec3 p){ p -= RC; return vec3(uYaw.x * p.x + uYaw.y * p.z, p.y, -uYaw.y * p.x + uYaw.x * p.z); }
vec3 dirL(vec3 v){ return vec3(uYaw.x * v.x + uYaw.y * v.z, v.y, -uYaw.y * v.x + uYaw.x * v.z); }
vec3 dirW(vec3 v){ return vec3(uYaw.x * v.x - uYaw.y * v.z, v.y, uYaw.y * v.x + uYaw.x * v.z); }
${GEM_ISECT}

// ---- the metal, in the ring's own frame: band round the z axis, stone on top ----
float capsule(vec3 p, vec3 a, vec3 b, float ra, float rb){ vec3 pa = p - a; vec3 ba = b - a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); return length(pa - ba * h) - mix(ra, rb, h); }
float metal(vec3 q){
  // a comfort-fit band: domed outside, softly rounded edges, a touch heavier at the shoulders
  float sh = smoothstep(0.2, 0.62, q.y);
  vec2 b = vec2(length(q.xy) - RR - 0.008 * sh, q.z);
  vec2 e = vec2(RH + 0.01 * sh, RW - 0.02 * sh);
  vec2 d = abs(b) - e + 0.05;
  float band = min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - 0.05;
  vec3 g = (q - GC) / GS;
  if (length(g) > 0.42) return band;
  // the basket: a little collar under the stone and four claws over its edge
  float collar = length(vec2(length(g.xz) - 0.112, g.y + 0.075)) - 0.019;
  float stem = max(length(g.xz) - 0.07 + 0.25 * (g.y + 0.1), abs(g.y + 0.15) - 0.07);
  vec2 ax = abs(g.xz); vec2 dg = normalize(vec2(1.0));
  vec3 c = vec3(ax.x, g.y, ax.y);
  float claw = capsule(c, vec3(dg * 0.06, -0.15).xzy, vec3(dg * 0.165, -0.02).xzy, 0.024, 0.02);
  claw = min(claw, capsule(c, vec3(dg * 0.165, -0.02).xzy, vec3(dg * 0.181, 0.032).xzy, 0.02, 0.017));
  float s = smin(band, smin(stem, collar, 0.03) * GS, 0.04);
  return min(s, smin(claw, collar, 0.012) * GS);
}
float metalW(vec3 p){ return metal(toL(p)); }
float sphereT(vec3 ro, vec3 rd, vec3 c, float r){ vec3 oc = ro - c; float b = dot(oc, rd); float h = b * b - dot(oc, oc) + r * r; if (h < 0.0) return -1.0; h = sqrt(h); return max(-b - h, 0.0) < -b + h ? max(-b - h, 0.0) : -1.0; }
float marchMetal(vec3 ro, vec3 rd){
  float t = sphereT(ro, rd, RC + vec3(0.0, 0.1, 0.0), 0.98); if (t < 0.0) return -1.0;
  float te = t + 2.0;
  for (int i = 0; i < 96; i++) { float d = metalW(ro + rd * t); if (d < 0.0006) return t; t += d * 0.9; if (t > te) break; }
  return -1.0;
}
vec3 metalN(vec3 p){ vec2 e = vec2(0.0012, -0.0012); return normalize(e.xyy * metalW(p + e.xyy) + e.yyx * metalW(p + e.yyx) + e.yxy * metalW(p + e.yxy) + e.xxx * metalW(p + e.xxx)); }
bool gemW(vec3 ro, vec3 rd, out float t, out vec3 n){
  vec3 o = toL(ro) - GC; vec3 d = dirL(rd); float tf; vec3 nf;
  if (!gemHit(o, d, t, n, tf, nf) || t < 0.0) return false;
  n = dirW(n); return true;
}

// ---- the silk: a broad fold rising behind, slow ripples, fine grain of the weave ----
float silkH(vec2 p){
  float r = length(p);
  vec2 f = vec2(0.6, 0.8); vec2 g = vec2(0.8, -0.6);
  float u = dot(p, f); float v = dot(p, g);
  float h = 0.17 * sin(v * 1.25 + 0.7 * sin(u * 0.45) + 0.6) + 0.055 * sin(v * 2.7 - u * 0.4 + 2.0) + 0.02 * sin(v * 5.1 + u * 0.9);
  h *= smoothstep(0.55, 2.6, r);
  float z0 = 1.25 + 0.22 * sin(p.x * 0.8 + 0.5);
  h += 0.62 * exp(-pow((p.y - z0) / 0.62, 2.0)) * smoothstep(-5.0, -1.0, p.x);
  h += 0.18 * smoothstep(2.0, 7.0, p.y) * (1.0 + 0.4 * sin(p.x * 0.6));
  return h - 0.004;
}
vec3 silkN(vec2 p){ float e = 0.012; return normalize(vec3(silkH(p - vec2(e, 0.0)) - silkH(p + vec2(e, 0.0)), 2.0 * e, silkH(p - vec2(0.0, e)) - silkH(p + vec2(0.0, e)))); }
float marchSilk(vec3 ro, vec3 rd){
  float top = 1.05; float t = 0.0;
  if (ro.y > top) { if (rd.y >= 0.0) return -1.0; t = (top - ro.y) / rd.y; }
  float pd = 1.0; float pt = t;
  for (int i = 0; i < 110; i++) {
    vec3 p = ro + rd * t; float d = p.y - silkH(p.xz);
    if (d < 0.0) return mix(pt, t, pd / (pd - d));
    pd = d; pt = t; t += max(d * 0.45, 0.002 + t * 0.002);
    if (t > 45.0 || (p.y > top && rd.y > 0.0)) break;
  }
  return -1.0;
}

vec3 env(vec3 d){
  // a quiet room: dim walls, darker still behind the camera, so metal and stone keep their contrast
  vec3 c = mix(vec3(0.16, 0.15, 0.145), vec3(0.42, 0.42, 0.44), smoothstep(-0.1, 0.8, d.y));
  c *= mix(0.16, 1.0, smoothstep(-0.6, 0.3, d.z));
  if (d.y < 0.0) c = mix(c, SILK * 0.55, smoothstep(0.0, -0.2, d.y));
  // the window: six panes of daylight with soft edges and thin glazing bars
  vec3 wr = normalize(cross(vec3(0.0, 1.0, 0.0), uSun)); vec3 wu = cross(uSun, wr);
  float k = dot(d, uSun);
  if (k > 0.2) {
    vec2 w = vec2(dot(d, wr), dot(d, wu)) / k;
    float win = smoothstep(0.62, 0.55, abs(w.x)) * smoothstep(0.82, 0.74, abs(w.y));
    float bars = smoothstep(0.012, 0.03, abs(w.x)) * smoothstep(0.012, 0.03, abs(abs(w.y) - 0.27)) * smoothstep(0.012, 0.03, abs(w.y + 0.0));
    c += vec3(1.0, 0.97, 0.92) * 9.0 * win * bars * (0.85 + 0.15 * w.y);
  }
  // a tall white card to camera right, a low warm bounce in front
  c += vec3(1.0) * 2.0 * smoothstep(0.05, -0.05, abs(atan(d.x, -d.z) - 1.15) - 0.2) * smoothstep(-0.05, 0.1, d.y) * smoothstep(0.7, 0.5, d.y);
  c += vec3(1.0, 0.95, 0.88) * 3.5 * smoothstep(0.03, -0.03, abs(atan(d.x, -d.z) + 0.35) - 0.06) * smoothstep(0.05, 0.15, d.y) * smoothstep(0.9, 0.75, d.y);
  c += SUNC * 80.0 * smoothstep(0.9993, 0.9998, dot(d, uSun));
  return c;
}

// soft shadow of the metal; the stone lets most light through and throws coloured fire instead
float shadowMetal(vec3 p, vec3 L){
  float t = sphereT(p, L, RC + vec3(0.0, 0.1, 0.0), 0.98); if (t < 0.0) return 1.0;
  float res = 1.0; t = max(t, 0.03);
  for (int i = 0; i < 40; i++) { float h = metalW(p + L * t); res = min(res, 14.0 * h / t); t += clamp(h, 0.006, 0.12); if (res < 0.003 || t > 4.0) break; }
  res = clamp(res, 0.0, 1.0); return res * res * (3.0 - 2.0 * res);
}
vec3 spectrum(float x){ return clamp(abs(fract(x + vec3(0.0, 0.667, 0.333)) * 6.0 - 3.0) - 1.0, 0.0, 1.0); }

vec3 shadeSilk(vec3 p, vec3 rd, bool cheap){
  vec3 n = silkN(p.xz);
  // the weave: a fine cross-grain that only shows in the sheen
  float weave = cheap ? 0.5 : n2(p.xz * vec2(160.0, 9.0)) * 0.5 + n2(p.xz * vec2(7.0, 170.0)) * 0.5;
  vec3 L = uSun; vec3 V = -rd; vec3 H = normalize(L + V);
  vec3 fd = vec3(0.6, 0.0, 0.8); vec3 T = normalize(fd - n * dot(n, fd));
  float sh = cheap ? 1.0 : shadowMetal(p + n * 0.004, L);
  float dm = cheap ? 1.0 : metalW(p);
  float wrapd = max((dot(n, L) + 0.3) / 1.3, 0.0);
  float TH = dot(T, H); float kk = pow(sqrt(max(1.0 - TH * TH, 0.0)), 90.0);
  float ao = 1.0 - 0.55 * exp(-max(dm, 0.0) * 22.0) - 0.15 * exp(-max(dm, 0.0) * 4.0);
  vec3 col = SILK * (SUNC * 1.55 * wrapd * sh + vec3(0.78, 0.82, 0.92) * 0.42 * ao * (0.6 + 0.4 * n.y));
  col += SUNC * mix(SILK, vec3(1.0), 0.35) * kk * 1.4 * sh * (0.75 + 0.5 * weave) * smoothstep(-0.1, 0.3, dot(n, L));
  col += SILK * 0.18 * pow(1.0 - max(dot(n, V), 0.0), 3.0);
  if (!cheap) {
    // warm light bounced off the gold onto the silk around it
    col += GOLD * SILK * 0.5 * exp(-max(dm, 0.0) * 9.0) * (0.4 + 0.6 * sh);
    // fire: where sunlight passes through the stone, it lands split into colour
    float tn; vec3 nn; float tf; vec3 nf;
    vec3 o = toL(p) - GC; vec3 d = dirL(L);
    if (gemHit(o, d, tn, nn, tf, nf) && tn > 0.0) {
      // a few separate points of coloured light, one chance per small cell, that move as the ring turns
      vec2 k = p.xz * 26.0 + vec2(uYaw.y * 6.0, uYaw.x * 5.0);
      vec2 cell = floor(k); vec2 fc = fract(k) - 0.5;
      float on = step(0.72, h21(cell + 7.0));
      vec2 off = vec2(h21(cell + 1.3), h21(cell + 4.1)) * 0.6 - 0.3;
      float dot1 = on * exp(-dot(fc - off, fc - off) * 260.0);
      float edge = smoothstep(0.0, 0.03, min(tf - tn, 0.2));
      col *= mix(1.0, 0.8, edge);
      col += spectrum(h21(cell + 2.7)) * dot1 * SUNC * edge * 1.6;
    }
  }
  return col;
}

vec3 shadeMetal(vec3 p, vec3 rd, float rnd){
  vec3 n = metalN(p);
  vec3 jit = vec3(h21(gl_FragCoord.xy + uSeed * 91.0), h21(gl_FragCoord.yx + uSeed * 37.0), rnd) - 0.5;
  n = normalize(n + jit * 0.003);
  vec3 r = reflect(rd, n); float nv = clamp(dot(-rd, n), 0.0, 1.0);
  vec3 F = GOLD + (1.0 - GOLD) * pow(1.0 - nv, 5.0);
  vec3 o = p + n * 0.004;
  vec3 rc;
  float tg; vec3 ng; bool g = gemW(o, r, tg, ng);
  float tm = marchMetal(o, r);
  if (g && (tm < 0.0 || tg < tm)) rc = vec3(1.4, 1.38, 1.36) * env(reflect(r, ng)) * 0.35 + 0.6 * vec3(0.9);
  else if (tm > 0.0) {
    // gold seen in gold: the inside of the band and the claws reflect each other
    vec3 q = o + r * tm; vec3 n2 = metalN(q); vec3 r2 = reflect(r, n2);
    rc = (GOLD + (1.0 - GOLD) * pow(1.0 - clamp(dot(-r, n2), 0.0, 1.0), 5.0)) * (r2.y < -0.05 ? SILK * 0.9 : env(r2)) * 0.85;
  } else if (r.y < -0.002) {
    float ts = marchSilk(o, r);
    // a grazing ray that runs out of steps still lands on the cloth, never on the sky
    if (ts < 0.0) ts = max(-o.y / r.y, 0.0);
    rc = shadeSilk(o + r * ts, r, true);
  } else rc = env(r);
  // the band sitting in the silk is darker where it meets it
  float ao = 0.55 + 0.45 * smoothstep(0.0, 0.16, p.y - silkH(p.xz));
  float sh = 0.75 + 0.25 * shadowMetal(o, uSun);
  return F * rc * ao * sh;
}

vec3 shadeGem(vec3 p, vec3 rd, vec3 nW){
  vec3 o = toL(p) - GC; vec3 d0 = dirL(rd); vec3 n = dirL(nW);
  float nv = clamp(dot(-d0, n), 0.0, 1.0);
  float F = 0.17 + 0.83 * pow(1.0 - nv, 5.0);
  vec3 col = F * env(dirW(reflect(d0, n)));
  for (int c = 0; c < 3; c++) {
    float ior = c == 0 ? IOR.x : (c == 1 ? IOR.y : IOR.z);
    vec3 d = refract(d0, n, 1.0 / ior); vec3 q = o; float thr = 1.0 - F; float acc = 0.0;
    for (int b = 0; b < 6; b++) {
      float tn; vec3 nn; float tf; vec3 nf;
      gemHit(q + d * 0.0004, d, tn, nn, tf, nf);
      q = q + d * (0.0004 + max(tf, 0.0));
      vec3 e = refract(d, -nf, ior);
      if (dot(e, e) > 0.01) {
        float ce = clamp(dot(e, nf), 0.0, 1.0); float Fe = 0.17 + 0.83 * pow(1.0 - ce, 5.0);
        vec3 ew = dirW(e);
        // light leaving through the bottom sees the gold basket
        vec3 en = env(ew);
        if (ew.y < -0.3) en = GOLD * env(reflect(ew, vec3(0.0, 1.0, 0.0))) * 0.6;
        float v = c == 0 ? en.x : (c == 1 ? en.y : en.z);
        acc += thr * (1.0 - Fe) * v; thr *= Fe;
      }
      d = reflect(d, -nf);
    }
    float tv = c == 0 ? TINT.x : (c == 1 ? TINT.y : TINT.z);
    acc = (acc + thr * 0.5) * tv;
    if (c == 0) col.x += acc; else if (c == 1) col.y += acc; else col.z += acc;
  }
  return mix(col, vec3(dot(col, vec3(0.3333))), 0.18);
}

vec3 tone(vec3 x){ vec3 c = (x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14); return pow(clamp(c, 0.0, 1.0), vec3(1.0 / 2.2)); }

void main(){
  vec2 uv = (gl_FragCoord.xy + uJit - 0.5 * uRes) / uRes.y - uShift;
  vec3 fw = normalize(uTgt - uCam); vec3 rt = normalize(cross(vec3(0.0, 1.0, 0.0), fw)); vec3 up = cross(fw, rt);
  vec3 pd = normalize(fw * uFoc + rt * uv.x + up * uv.y);
  // a real lens: each frame looks through a different point of the aperture, all focused on the ring
  vec3 ro = uCam + (rt * uLens.x + up * uLens.y) * uAper;
  vec3 fp = uCam + pd * (uFocus / dot(pd, fw));
  vec3 rd = normalize(fp - ro);
  float rnd = fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056, 0.00583715))) + uSeed);
  float tm = marchMetal(ro, rd);
  float tg; vec3 ng; bool g = gemW(ro, rd, tg, ng);
  vec3 col;
  if (g && (tm < 0.0 || tg < tm)) col = shadeGem(ro + rd * tg, rd, ng);
  else if (tm > 0.0) col = shadeMetal(ro + rd * tm, rd, rnd);
  else {
    float ts = marchSilk(ro, rd);
    if (ts > 0.0) {
      col = shadeSilk(ro + rd * ts, rd, false);
      col = mix(col, SILK * vec3(1.08, 1.05, 1.02), 1.0 - exp(-max(ts - 6.0, 0.0) * 0.08));
    } else col = SILK * vec3(1.08, 1.05, 1.02);
  }
  col = tone(col * 0.8);
  vec3 prev = texture2D(uHist, gl_FragCoord.xy / uRes).rgb;
  gl_FragColor = vec4(mix(prev, col, uBlend), 1.0);
}
`;

// Developing it: a gentle vignette and a little grain over the gathered frames.
const POST = `
precision highp float;
uniform sampler2D uImg; uniform vec2 uRes; uniform float uGrain;
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(uImg, uv).rgb;
  vec2 q = uv - 0.5; c *= 1.0 - 0.16 * dot(q, q);
  c += (h21(gl_FragCoord.xy + uGrain * 37.0) - 0.5) * 0.018;
  gl_FragColor = vec4(c, 1.0);
}
`;

// Camera for a frame of this size: the ring sits right of the words on wide screens, under them on phones.
function camera(w: number, h: number) {
  const wide = w >= 900, mid = w >= 640;
  const dist = wide ? 6.1 : 6.5, el = wide ? 0.22 : 0.26;
  const tgt = [0, 0.62, 0.15];
  const cam = [0, tgt[1] + dist * Math.sin(el), -dist * Math.cos(el)];
  const foc = wide ? 2.2 : mid ? 1.9 : 1.22;
  const shift = wide ? [Math.min(0.4, (w / h) * 0.19), 0.0] : [mid ? 0.0 : -0.03, mid ? -0.2 : -0.24];
  return { dist, tgt, cam, foc, shift };
}

// No WebGL: the same still life in CSS, a gold ring with a bright stone on pale silk.
function Still() {
  return (
    <div aria-hidden="true" className="absolute inset-0 overflow-hidden" style={{ background: "radial-gradient(120% 80% at 75% 30%, #f3ebe2 0%, #e2d4c6 45%, #cdbbaa 100%)" }}>
      <div className="absolute inset-0 opacity-70" style={{ backgroundImage: "linear-gradient(160deg, transparent 40%, rgba(255,255,255,0.45) 52%, transparent 62%), linear-gradient(150deg, transparent 58%, rgba(120,90,70,0.16) 70%, transparent 82%)" }} />
      <div className="absolute left-1/2 top-[58%] h-[230px] w-[200px] -translate-x-1/2 lg:left-[68%] lg:top-[30%] lg:h-[300px] lg:w-[260px]">
        <div className="absolute bottom-[-4%] left-[10%] h-[14%] w-[110%] rounded-full blur-lg" style={{ background: "radial-gradient(ellipse at 40% 50%, rgba(90,60,30,0.4), transparent 70%)" }} />
        <div className="absolute inset-x-[8%] bottom-0 top-[18%] rounded-full" style={{ border: "22px solid transparent", background: "conic-gradient(from 200deg, #7a4f12, #f6d58a, #b98228, #fff1c4, #8a5a16, #e8b852, #7a4f12) border-box", WebkitMask: "linear-gradient(#000 0 0) padding-box exclude, linear-gradient(#000 0 0)", mask: "linear-gradient(#000 0 0) padding-box exclude, linear-gradient(#000 0 0)" }} />
        <div className="absolute left-1/2 top-[2%] h-[64px] w-[64px] -translate-x-1/2 rotate-45 rounded-[10px]" style={{ background: "conic-gradient(from 10deg, #ffffff, #cfe3ff, #fff6e0, #9fb8d8, #ffffff, #ffe0f0, #dde8f5, #ffffff)", boxShadow: "0 0 0 3px #d9a840, 0 8px 18px -6px rgba(80,50,20,0.5)" }} />
      </div>
    </div>
  );
}

export default function GoldSolitaireRingHero() {
  const stage = useRef<HTMLDivElement>(null);
  const canvas = useRef<HTMLCanvasElement>(null);
  const [shown, setShown] = useState<"wait" | "gl" | "still">("wait");
  const api = useRef<{ nudge: (d: number) => 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 gl = cv.getContext("webgl", { antialias: false, alpha: false, preserveDrawingBuffer: false }) as WebGLRenderingContext | null;
    if (!gl) { setShown("still"); return; }
    const compile = (type: number, src: string) => {
      const sh = gl.createShader(type);
      if (!sh) return null;
      gl.shaderSource(sh, src); gl.compileShader(sh);
      if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) { console.warn(gl.getShaderInfoLog(sh)); return null; }
      return sh;
    };
    const link = (frag: string) => {
      const v = compile(gl.VERTEX_SHADER, VERT), f = compile(gl.FRAGMENT_SHADER, frag), 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 = link(POST);
    if (!scene || !post) { setShown("still"); return; }
    const U = (p: WebGLProgram, n: string) => gl.getUniformLocation(p, n);
    const su = Object.fromEntries(["uRes", "uJit", "uLens", "uSeed", "uHist", "uBlend", "uCam", "uTgt", "uFoc", "uShift", "uFocus", "uAper", "uYaw", "uSun", "uGem"].map((n) => [n, U(scene, n)]));
    const pu = Object.fromEntries(["uImg", "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);

    // two images that take turns: last frame's gathered picture, and this frame's
    const tex = [gl.createTexture(), gl.createTexture()], fbo = [gl.createFramebuffer(), gl.createFramebuffer()];
    let W = 0, H = 0, cssW = 1, cssH = 1, scale = 1, cur = 0;
    const s = { t: 0, last: 0, raf: 0, visible: true, alive: true, first: true, frame: 0, n: 0, slow: 0, fpsT: 0, fpsN: 0, yaw: 0.72, vel: 0, aim: 0.72, idle: true, lastMove: -10, still: 0 };
    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; s.n = 0;
      for (let i = 0; i < 2; i++) {
        gl.bindTexture(gl.TEXTURE_2D, tex[i]);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, W, H, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
        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[i]);
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex[i], 0);
      }
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    };
    const gemPlanes = new Float32Array(facets.flat());
    const sun = (() => { const v = [-0.48, 0.8, 0.36]; const l = Math.hypot(...v); return v.map((n) => n / l); })();

    // a well spread set of sub-pixel and lens offsets, so a few frames already look supersampled
    const halton = (i: number, b: number) => { let f = 1, r = 0; while (i > 0) { f /= b; r += f * (i % b); i = Math.floor(i / b); } return r; };
    const draw = (blend: number) => {
      const c = camera(cssW, cssH);
      const i = s.frame + 1;
      const jx = halton(i % 64, 2) - 0.5, jy = halton(i % 64, 3) - 0.5;
      const la = halton(i % 97, 5) * Math.PI * 2, lr = Math.sqrt(halton(i % 97, 7));
      const nxt = 1 - cur;
      gl.useProgram(scene);
      gl.bindFramebuffer(gl.FRAMEBUFFER, fbo[nxt]);
      gl.viewport(0, 0, W, H);
      gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, tex[cur]);
      gl.uniform1i(su.uHist, 0);
      gl.uniform1f(su.uBlend, blend);
      gl.uniform2f(su.uRes, W, H);
      gl.uniform2f(su.uJit, jx, jy);
      gl.uniform2f(su.uLens, Math.cos(la) * lr, Math.sin(la) * lr);
      gl.uniform1f(su.uSeed, reduce ? (s.n * 0.618) % 1 : (s.frame * 0.61803) % 1);
      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.uniform2f(su.uShift, c.shift[0], c.shift[1]);
      gl.uniform1f(su.uFocus, c.dist); gl.uniform1f(su.uAper, 0.09);
      gl.uniform2f(su.uYaw, Math.cos(s.yaw), Math.sin(s.yaw));
      gl.uniform3f(su.uSun, sun[0], sun[1], sun[2]);
      gl.uniform4fv(su.uGem, gemPlanes);
      gl.drawArrays(gl.TRIANGLES, 0, 3);
      cur = nxt;
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);
      gl.viewport(0, 0, W, H);
      gl.useProgram(post);
      gl.bindTexture(gl.TEXTURE_2D, tex[cur]);
      gl.uniform1i(pu.uImg, 0); gl.uniform2f(pu.uRes, W, H);
      gl.uniform1f(pu.uGrain, s.frame % 61);
      gl.drawArrays(gl.TRIANGLES, 0, 3);
    };

    const frame = (now: number) => {
      s.raf = 0;
      if (!s.visible || !s.alive) return;
      const dtRaw = s.last ? (now - s.last) / 1000 : 0.016;
      s.last = now; s.frame++;
      const dt = Math.min(dtRaw, 0.05);
      s.t += dt;
      // with nobody steering, the ring rocks slowly so the stone keeps finding the window
      if (s.t - s.lastMove > 2.5 && s.t > 3.6) s.aim = 0.72 + 0.55 * Math.sin((s.t - 3.6) * 0.3);
      // a heavy, well-damped spring: it leans into the turn and settles without a wobble
      const before = s.yaw;
      s.vel += ((s.aim - s.yaw) * 7.0 - s.vel * 4.6) * dt;
      s.yaw += s.vel * dt;
      const moved = Math.abs(s.yaw - before);
      // gather frames: fresh after a jump, many deep when the ring is nearly still
      // moving: mostly this frame, so nothing smears; still: keep gathering for clean edges
      s.n = moved > 0.0004 ? 1 : s.n + 1;
      const blend = moved > 0.0004 ? Math.min(1, 0.45 + moved * 120) : Math.max(1 / (s.n + 1), 0.035);
      draw(blend);
      if (s.first) { s.first = false; setShown("gl"); }
      s.fpsN++;
      if (now - s.fpsT > 1000) { box.dataset.fps = String(Math.round((s.fpsN * 1000) / (now - s.fpsT))); s.fpsT = now; s.fpsN = 0; }
      // measured, not guessed: if frames keep running long, trace fewer pixels
      if (dtRaw > 0.026) s.slow++; else s.slow = Math.max(0, s.slow - 2);
      if (s.slow > 40 && scale > 0.45) { scale *= 0.8; s.slow = 0; size(); }
      // reduced motion: gather a still, then stop
      if (reduce && s.n > 40 && Math.abs(s.vel) < 1e-3) return;
      s.raf = requestAnimationFrame(frame);
    };
    const wake = () => { if (!s.raf && s.visible && s.alive) { s.last = 0; s.raf = requestAnimationFrame(frame); } };

    size();
    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) => {
      const r = box.getBoundingClientRect();
      const x = (e.clientX - r.left) / r.width - 0.5;
      s.aim = 0.72 + x * 1.6; s.lastMove = s.t;
      if (reduce) { s.yaw = s.aim; s.vel = 0; s.n = 0; }
      wake();
    };
    box.addEventListener("pointermove", move);
    api.current = { nudge: (d) => { s.aim += d; s.lastMove = s.t + 3; if (reduce) { s.yaw = s.aim; s.vel = 0; s.n = 0; } wake(); } };
    const lost = (e: Event) => { e.preventDefault(); setShown("still"); };
    cv.addEventListener("webglcontextlost", lost);
    wake();

    return () => {
      s.alive = false;
      cancelAnimationFrame(s.raf); ro.disconnect(); io.disconnect();
      document.removeEventListener("visibilitychange", vis);
      box.removeEventListener("pointermove", move);
      cv.removeEventListener("webglcontextlost", lost);
      api.current = null;
    };
  }, []);

  const turn = "pointer-events-auto flex h-10 w-10 items-center justify-center rounded-full border border-[#2a1d12]/25 text-[#2a1d12] outline-none transition-colors hover:bg-[#2a1d12] hover:text-[#f7efe4] focus-visible:ring-2 focus-visible:ring-[#2a1d12] focus-visible:ring-offset-2 focus-visible:ring-offset-[#e9dfd3] motion-reduce:transition-none";
  return (
    <section className="relative isolate overflow-hidden bg-[#ded1c3] text-[#2a1d12]" style={{ fontFamily: FONT }}>
      <style>{`
        @keyframes gold-solitaire-ring-hero-rise { from { opacity: 0; transform: translateY(14px); } to { opacity: 1; transform: none; } }
        .gold-solitaire-ring-hero-rise { animation: gold-solitaire-ring-hero-rise 900ms cubic-bezier(0.2, 0.9, 0.2, 1) both; }
        @media (prefers-reduced-motion: reduce) { .gold-solitaire-ring-hero-rise { animation: none; } }
      `}</style>
      <div ref={stage} className="relative mx-auto h-[860px] w-full max-w-[1600px] sm:h-[800px] lg:h-[760px]">
        {shown === "still" && <Still />}
        <canvas ref={canvas} aria-hidden="true" className={`absolute inset-0 h-full w-full transition-opacity duration-700 motion-reduce:transition-none ${shown === "gl" ? "opacity-100" : "opacity-0"}`} />
        <div className="pointer-events-none absolute inset-0 flex flex-col px-6 pb-8 pt-6 sm:px-10 lg:px-16 lg:pb-12 lg:pt-10">
          <p className="flex items-center justify-between text-[11px] font-semibold uppercase tracking-[0.34em] text-[#3b2a1c]">
            <span>{piece.house}</span>
            <span className="hidden sm:inline">{piece.kind}</span>
          </p>
          <div className="gold-solitaire-ring-hero-rise mt-8 max-w-[36rem] lg:my-auto">
            <h1 className="text-[56px] font-normal leading-[0.9] tracking-[-0.035em] text-[#24170c] sm:text-[76px] lg:text-[104px]" style={{ fontFamily: SERIF }}>
              {piece.headline.map((l, i) => (
                <span key={l} className={`block ${i === 1 ? "italic text-[#8a5a1c]" : ""}`}>{l}</span>
              ))}
            </h1>
            <p className="mt-5 max-w-[25rem] text-[16px] leading-[1.55] text-[#3b2a1c] lg:mt-7 lg:text-[17px]">{piece.line}</p>
            <div className="mt-6 flex flex-wrap items-center gap-x-6 gap-y-3 lg:mt-8">
              <a href="#" className="pointer-events-auto inline-flex h-[52px] items-center gap-3 whitespace-nowrap rounded-full bg-[#24170c] pl-7 pr-6 text-[15px] font-semibold tracking-[-0.01em] text-[#f9f1e6] shadow-[0_14px_30px_-14px_rgba(40,22,8,0.8)] outline-none transition-transform duration-200 hover:-translate-y-0.5 focus-visible:ring-2 focus-visible:ring-[#24170c] focus-visible:ring-offset-2 focus-visible:ring-offset-[#e9dfd3] motion-reduce:transition-none">
                {piece.cta}
                <svg aria-hidden="true" viewBox="0 0 20 20" className="h-4 w-4" fill="none" stroke="currentColor" strokeWidth="2" strokeLinecap="round" strokeLinejoin="round"><path d="M4 10h12M11 5l5 5-5 5" /></svg>
              </a>
              <a href="#" className="pointer-events-auto inline-flex h-11 items-center text-[15px] font-semibold text-[#24170c] underline decoration-[#24170c]/30 underline-offset-[6px] outline-none hover:decoration-[#24170c] focus-visible:ring-2 focus-visible:ring-[#24170c] focus-visible:ring-offset-2 focus-visible:ring-offset-[#e9dfd3]">{piece.more}</a>
            </div>
          </div>
          <div className="mt-auto flex items-end justify-between gap-4">
            <span className="text-[11px] font-semibold uppercase tracking-[0.26em] text-[#3b2a1c]">{piece.note}</span>
            {shown === "gl" && (
              <div className="flex items-center gap-2" role="group" aria-label="Turn the ring">
                <button type="button" aria-label="Turn the ring left" onClick={() => api.current?.nudge(-0.45)} className={turn}>
                  <svg aria-hidden="true" viewBox="0 0 20 20" className="h-4 w-4" fill="none" stroke="currentColor" strokeWidth="1.8" strokeLinecap="round" strokeLinejoin="round"><path d="M12.5 4.5 7 10l5.5 5.5" /></svg>
                </button>
                <button type="button" aria-label="Turn the ring right" onClick={() => api.current?.nudge(0.45)} className={turn}>
                  <svg aria-hidden="true" viewBox="0 0 20 20" className="h-4 w-4" fill="none" stroke="currentColor" strokeWidth="1.8" strokeLinecap="round" strokeLinejoin="round"><path d="M7.5 4.5 13 10l-5.5 5.5" /></svg>
                </button>
              </div>
            )}
          </div>
        </div>
      </div>
    </section>
  );
}

Install with one command: npx shadcn@latest add https://we.inc/r/ray-marched-gold-solitaire-ring-jewellery-hero-resting-on-a-pale-silk-fold-with-a-dispersive-stone-that-turns-to-the-pointer.json

When to use it

How to customize it

Accessibility

Questions

Where does the coloured sparkle in the stone come from?

Each pixel on the stone is traced three times, once for red, once for green and once for blue, and each uses a slightly different index of refraction. The rays bounce around inside the facets up to six times before they escape and look up the room around them. Because the three colours leave at slightly different angles, a bright window pane can appear red in one facet and blue in the next.

Is the stone a model file?

No. The cut is written as a list of flat faces (table, star, bezel, girdle and pavilion facets) worked out when the module loads and pasted into the shader. A ray against the stone is a quick test against those planes, so the edges stay perfectly crisp at any size.

Why do the edges look so clean for a shader?

Every frame the camera moves by a fraction of a pixel and looks through a different point of a small lens. Those frames are blended into a running average, which smooths the edges of the gold and the facets and lets the silk in the distance fall softly out of focus. When the ring turns quickly the blend favours the newest frame so nothing smears.

How heavy is it to run?

The drawing buffer is capped at about 1.1 million pixels and 1.5 device pixels per CSS pixel. Only pixels near the ring pay for the gold and stone, the silk uses a short height march, and if frames run long the canvas gives up resolution in steps. Drawing stops when the section is off screen or the tab is hidden.

What shows when WebGL is missing?

A still made in CSS: a soft champagne backdrop with a band of light, a gold ring built from a conic gradient and a square-set stone. The copy and buttons are ordinary HTML and do not change.

Related: Ray-Marched Frosted Glass Serum Dropper Hero Standing in Shallow Water on Pale Stone with Caustics and Pointer Ripples, Ray-Marched Glass Perfume Bottle Hero That Bends a Giant Painted Headline Through Amber Scent on a Pink Paper Sweep, Velvet Ring Box with a Sprung Hinged Lid and a Diamond Solitaire That Flashes Under a Moving Light.

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