Ray-Traced Glass Pendant Loader That Fills with Glowing Liquid and Focuses a Point of Light under a Wall-Sized Percentage

A loading screen staged as a still life. A blown glass bulb hangs on a cord in front of a deep green paper sweep, and a fluorescent liquid rises inside it as the percentage climbs. The percentage itself is painted on the back wall in figures taller than the bulb, so the glass shows them upside down and the liquid lights them from the side. A narrow beam falls straight down the cord, and because the liquid is a lens the pool of light on the floor tightens as the bulb fills until, at one hundred, it snaps to a single burning point and a ring of light runs out across the paper. Under the picture sit a status line, a step counter and a button that empties the bulb and starts again. On phones the figures move above the bulb and everything stays inside the width of the screen.

Code

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

// What the loader says while it works. `until` is the last percent that line covers.
const stages = [
  { until: 14, note: "Finding the fonts" },
  { until: 38, note: "Laying out eleven pages" },
  { until: 63, note: "Developing the photographs" },
  { until: 88, note: "Wiring up the booking form" },
  { until: 99, note: "Checking it on a phone" },
  { until: 100, note: "Ready when you are" },
];
// The self-running demo: [percent to reach, seconds to get there]. A repeated percent is a stall.
// To show real progress, delete the demo block in the frame loop and write your own number to `s.goal`.
const demo: [number, number][] = [
  [72, 3.6], [81, 0.9], [88, 1.4], [88, 0.9], [97, 1.3], [100, 1.0], [100, 3.8],
  [0, 1.3], [0, 0.6], [9, 0.8], [14, 0.6], [31, 1.5], [38, 0.8], [38, 0.5], [52, 1.3], [63, 1.0], [72, 1.1],
];
const START = 72; // the percent it opens on
const DRAIN = 7; // index in `demo` where the bulb empties, used by "Run again"
const DROP = 1.45; // height of the bulb's centre above the floor, in bulb radii: this sets where the light comes to a point
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 ZW = 3.6; // how far the back wall stands behind the bulb
const RI = 0.945; // inner radius of the glass

const stageOf = (pct: number) => Math.max(0, stages.findIndex((st) => pct <= st.until));
// Liquid height inside the sphere (from -RI to RI) for a volume fraction f.
const levelFor = (f: number) => {
  const want = Math.max(0, Math.min(1, f)) * 4;
  let lo = 0, hi = 2;
  for (let i = 0; i < 22; i++) { const d = (lo + hi) / 2; if (d * d * (3 - d) < want) lo = d; else hi = d; }
  return (lo - 1) * RI;
};

// How wide the pool of light under the bulb is for a liquid height h: the same optics the shader runs,
// boiled down to one radius for the cone of light in the haze.
const spotFor = (h: number) => {
  const n = 1.333, D = DROP;
  let sum = 0, wsum = 0;
  for (let k = 0; k < 16; k++) {
    const b = 0.215 + ((k + 0.5) / 16) * (RI - 0.215), yE = Math.sqrt(RI * RI - b * b);
    let px = b, py = -yE, dx = 0, dy = -1;
    if (yE <= h) {
      const c = yE / RI, kk = 1 - (1 - c * c) / (n * n), f = c / n - Math.sqrt(kk);
      dx = f * (b / RI); dy = -1 / n + f * (yE / RI);
      const t = -2 * (b * dx + yE * dy); px = b + dx * t; py = yE + dy * t;
    } else if (h <= -yE) { sum += b * b; wsum += b; continue; }
    const nx = -px / RI, ny = -py / RI, c2 = -(dx * nx + dy * ny), k2 = 1 - n * n * (1 - c2 * c2);
    if (k2 < 0) continue;
    const f2 = n * c2 - Math.sqrt(k2), ex = n * dx + f2 * nx, ey = n * dy + f2 * ny;
    sum += b * Math.abs(px + ex * ((-D - py) / ey)); wsum += b;
  }
  return wsum > 0 ? Math.min(1, sum / wsum) : 1;
};

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

const TONE = `
vec3 tone(vec3 x){ x *= 0.95; 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. Sphere, liquid and room are all exact intersections, so every ray is followed through
// glass, air and liquid the way light goes, and the floor works out where the lens sends the beam.
const SCENE = `
precision highp float;
uniform vec2 uRes; uniform vec4 uJit; uniform vec3 uCam; uniform vec3 uTgt; uniform float uFoc; uniform vec2 uShift; uniform float uFocus;
uniform vec3 uC; uniform vec3 uAx; uniform vec3 uLn; uniform float uLvl; uniform float uFill; uniform float uRip; uniform float uTime;
uniform vec4 uCol0; uniform vec4 uCol1; uniform vec4 uCol2; uniform vec3 uGl0; uniform vec3 uGl1; uniform vec3 uGl2; uniform vec2 uPct; uniform vec3 uText; uniform vec4 uAtlas;
uniform sampler2D uTex; uniform float uFlash; uniform vec2 uCau; uniform float uSpot; uniform float uDirect; uniform vec4 uBub[6];
const float RO = 1.0; const float RI = ${RI.toFixed(3)}; const float NG = 1.5; const float NL = 1.333;
const float ZW = ${ZW.toFixed(2)}; const float RC = 0.5; const float PI = 3.14159265;
const vec3 PAPER = vec3(0.030, 0.078, 0.054);   // the green sweep
const vec3 PAINT = vec3(0.80, 0.76, 0.62);      // the numerals
const vec3 SIP = vec3(0.10, 0.035, 2.6);        // what the liquid absorbs, per radius travelled
const vec3 GLOW = vec3(0.50, 1.0, 0.045);       // what it gives back
const vec3 BRASS = vec3(0.95, 0.74, 0.40);
${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 fbm(vec2 p){ return 0.5 * n2(p) + 0.25 * n2(p * 2.03 + 7.1) + 0.125 * n2(p * 4.01 + 3.3) + 0.0625 * n2(p * 8.1 + 1.7); }
float fres(float ci, float n1, float n2v){
  ci = clamp(ci, 0.0, 1.0); float s2 = (n1 / n2v) * (n1 / n2v) * (1.0 - ci * ci); if (s2 >= 1.0) return 1.0;
  float ct = sqrt(1.0 - s2); float rs = (n1 * ci - n2v * ct) / (n1 * ci + n2v * ct); float rp = (n1 * ct - n2v * ci) / (n1 * ct + n2v * ci);
  return 0.5 * (rs * rs + rp * rp);
}

// A rectangular softbox seen by a ray.
float rectL(vec3 ro, vec3 rd, vec3 c, vec3 n, vec3 u, vec3 v, vec2 hs, float soft){
  float dn = dot(rd, n); if (dn > -1e-4) return 0.0;
  float t = dot(c - ro, n) / dn; if (t < 0.0) return 0.0;
  vec3 q = ro + rd * t - c; float s = soft * t;
  vec2 uvq = vec2(dot(q, u), dot(q, v)); vec2 d = abs(uvq) - hs;
  float cloth = 1.0 - 0.3 * clamp(length(uvq / hs), 0.0, 1.4);
  return smoothstep(s, -s, d.x) * smoothstep(s, -s, d.y) * cloth;
}
// The dark studio in front of the set, with its lights.
vec3 env(vec3 ro, vec3 rd, float soft){
  vec3 c = vec3(0.012, 0.02, 0.017) + vec3(0.02, 0.035, 0.03) * smoothstep(-0.2, 0.9, rd.y);
  c += vec3(1.0, 0.97, 0.9) * 11.0 * rectL(ro, rd, vec3(-0.4, 8.0, -0.6), vec3(0.0, -1.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec2(2.3, 1.5), soft);
  vec3 ln = normalize(vec3(1.0, -0.05, 0.5));
  c += vec3(0.80, 0.95, 1.0) * 5.0 * rectL(ro, rd, vec3(-8.5, 3.0, -4.5), ln, normalize(cross(vec3(0.0, 1.0, 0.0), ln)), vec3(0.0, 1.0, 0.0), vec2(1.3, 3.0), soft);
  vec3 rn = normalize(vec3(-1.0, -0.05, 0.45));
  c += vec3(1.0, 0.86, 0.66) * 3.0 * rectL(ro, rd, vec3(8.0, 2.6, -5.0), rn, normalize(cross(vec3(0.0, 1.0, 0.0), rn)), vec3(0.0, 1.0, 0.0), vec2(0.5, 3.2), soft);
  c += vec3(0.9, 1.0, 0.95) * 0.55 * rectL(ro, rd, vec3(-1.5, 4.5, -15.0), vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec2(5.0, 2.4), soft + 0.02);
  return c;
}

// Two strip lights standing out of frame beside the set. Only the glass ever sees them: they are what
// draws a bright line down each edge of the bulb.
vec3 strips(vec3 ro, vec3 rd){
  vec3 a = normalize(vec3(-1.0, 0.0, -0.3)); vec3 b = normalize(vec3(1.0, 0.0, -0.22));
  return vec3(1.0, 0.97, 0.9) * 6.0 * rectL(ro, rd, vec3(4.8, 2.0, 2.0), a, normalize(cross(vec3(0.0, 1.0, 0.0), a)), vec3(0.0, 1.0, 0.0), vec2(0.3, 2.6), 0.05)
       + vec3(0.85, 0.96, 1.0) * 6.0 * rectL(ro, rd, vec3(-9.0, 2.2, 1.6), b, normalize(cross(vec3(0.0, 1.0, 0.0), b)), vec3(0.0, 1.0, 0.0), vec2(0.4, 2.8), 0.05);
}

// ---- the numerals painted on the wall -------------------------------------------------------
float glyph(float id, vec2 g){
  if (abs(g.x) > uAtlas.x * 0.5 / uAtlas.y - 0.01 || g.y < -0.14 || g.y > 1.14) return 0.0;
  return texture2D(uTex, vec2((id + 0.5) * uAtlas.x + g.x * uAtlas.y, uAtlas.z - g.y * uAtlas.w)).r;
}
float column(vec2 q, vec4 c, vec3 g){
  if (c.y < 0.002) return 0.0;
  float gx = q.x - (c.x + 0.5 * c.y);
  if (abs(gx) > 0.6) return 0.0;
  float a = 0.0;
  // a rolling figure is smeared along its travel, the way a shutter would catch it
  for (int i = 0; i < 12; i++) {
    float f = clamp(c.z + c.w * (float(i) - 5.5) * 0.09, 0.0, 1.0) * g.z;
    float a0 = g.x > 10.5 ? 0.0 : glyph(g.x, vec2(gx, q.y - f * 1.3));
    float a1 = g.y > 10.5 ? 0.0 : glyph(g.y, vec2(gx, q.y - f * 1.3 + 1.3 * g.z));
    a += max(a0, a1);
    if (abs(c.w) < 0.002) { a *= 12.0; break; }
  }
  return a / 12.0 * smoothstep(-0.14, -0.02, q.y) * smoothstep(1.14, 1.02, q.y);
}
float ink(vec2 w){
  vec2 q = (w - uText.xy) / uText.z;
  if (q.x < -0.6 || q.x > 4.4 || q.y < -0.16 || q.y > 1.16) return 0.0;
  float a = max(column(q, uCol0, uGl0), max(column(q, uCol1, uGl1), column(q, uCol2, uGl2)));
  return max(a, glyph(10.0, vec2(q.x - (uPct.x + 0.5 * uPct.y), q.y)));
}

// ---- where the lens puts the overhead beam ----------------------------------------------------
// Seen from above the bulb is a ring of glass around a liquid lens. Follow fifty-six rings of light down
// through it, note where each lands, and add up how much arrives at this distance from the axis.
vec3 caustic(vec3 p){
  float rho = length(p.xz - uC.xz - uCau);
  if (rho > 2.3) return vec3(1.0);
  float D = uC.y - p.y; float s = 0.026;
  vec3 acc = vec3(0.0);
  for (int k = 0; k < 56; k++) {
    float b = (float(k) + 0.5) / 56.0;
    float yE = sqrt(max(RI * RI - b * b, 0.0));
    float ci = sqrt(1.0 - b * b);
    float sh = (1.0 - fres(ci, 1.0, NG)); sh *= sh * 0.92;
    vec3 T = vec3(sh); float r = b;
    if (b > RI) { T = vec3(0.3); }
    else if (b < 0.215) { T = vec3(0.0); }
    else if (yE <= uLvl) {
      // straight into liquid through the shoulder of the glass: this ring behaves like a ball lens
      vec2 P = vec2(b, yE); vec2 d1 = refract(vec2(0.0, -1.0), P / RI, 1.0 / NL);
      float t = -2.0 * dot(P, d1); vec2 P2 = P + d1 * t; vec2 N2 = -P2 / RI;
      vec2 d2 = refract(d1, N2, NL);
      if (dot(d2, d2) < 0.5) T = vec3(0.0);
      else { T *= exp(-SIP * t) * (1.0 - fres(dot(-d1, N2), NL, 1.0)); r = P2.x + d2.x * ((-D - P2.y) / d2.y); }
    } else if (uLvl > -yE) {
      // down through the air, through the flat surface, out through the curved bottom
      vec2 P2 = vec2(b, -yE); vec2 N2 = -P2 / RI;
      vec2 d2 = refract(vec2(0.0, -1.0), N2, NL);
      if (dot(d2, d2) < 0.5) T = vec3(0.0);
      else { T *= 0.98 * exp(-SIP * (uLvl + yE)) * (1.0 - fres(N2.y, NL, 1.0)); r = P2.x + d2.x * ((-D - P2.y) / d2.y); }
    }
    float ar = abs(r);
    float g = exp(-(rho - ar) * (rho - ar) / (2.0 * s * s)) / (2.5066 * s * sqrt(ar * ar + s * s * 0.159));
    acc += T * g * b * (1.0 / 56.0);
  }
  return acc + smoothstep(RO - 0.16, RO + 0.2, rho);
}
float sphSoft(vec3 ro, vec3 rd, float k){
  vec3 oc = ro - uC; float b = dot(oc, rd); if (b > 0.0) return 1.0;
  float dm = sqrt(max(dot(oc, oc) - b * b, 0.0)); float w = -b / k;
  return smoothstep(RO - w * 0.45, RO + w, dm);
}

// ---- the set: a floor that sweeps up into a wall ----------------------------------------------
vec3 stage(vec3 ro, vec3 rd, float full){
  float t = -1.0; vec3 n = vec3(0.0); float kind = 0.0;
  if (rd.y < 0.0) { float tf = -ro.y / rd.y; if (ro.z + rd.z * tf < ZW - RC) { t = tf; n = vec3(0.0, 1.0, 0.0); kind = 1.0; } }
  if (kind < 0.5 && rd.z > 0.0) { float tw = (ZW - ro.z) / rd.z; float y = ro.y + rd.y * tw; if (y > RC && y < 9.0) { t = tw; n = vec3(0.0, 0.0, -1.0); kind = 2.0; } }
  if (kind < 0.5) {
    vec2 o = vec2(ro.y - RC, ro.z - (ZW - RC)); vec2 d = rd.yz; float a = dot(d, d); float b = dot(o, d); float c = dot(o, o) - RC * RC; float h = b * b - a * c;
    if (h > 0.0 && a > 1e-6) { float tc = (-b + sqrt(h)) / a; vec2 q = o + d * tc; if (tc > 0.0 && q.x <= 0.0 && q.y >= 0.0) { t = tc; n = vec3(0.0, -q.x / RC, -q.y / RC); kind = 3.0; } }
  }
  if (kind < 0.5) return env(ro, rd, 0.05);
  vec3 p = ro + rd * t;
  // one coordinate that runs along the floor and on up the wall, so the paper has no seam
  float run = kind < 1.5 ? p.z : (kind < 2.5 ? ZW - RC + RC * 1.5708 + p.y - RC : ZW - RC + RC * atan(max(p.z - (ZW - RC), 0.0), max(RC - p.y, 1e-4)));
  vec2 tuv = vec2(p.x, run);
  float mott = fbm(tuv * 0.9 + 3.0); float fine = n2(tuv * 90.0); float fibre = n2(vec2(tuv.x * 14.0, tuv.y * 260.0));
  vec3 alb = PAPER * (0.86 + 0.26 * mott + 0.07 * fine + 0.07 * fibre);
  float a = 0.0; float shd = 0.0; float lip = 0.0;
  if (kind > 1.5 && kind < 2.5) {
    a = ink(p.xy); float px = uText.z * 0.012;
    shd = max(ink(p.xy + vec2(-px, px * 1.3)) - a, 0.0);
    lip = max(a - ink(p.xy + vec2(-px, px) * 0.6), 0.0);
  }
  alb = mix(alb * (1.0 - 0.6 * shd), PAINT * (0.9 + 0.1 * fine + 0.05 * mott + 0.3 * lip), a);

  vec3 toC = uC - p; float dC = length(toC); vec3 nC = toC / dC;
  float solid = RO * RO / (dC * dC);
  float ao = 1.0 - 0.75 * max(dot(n, nC), 0.0) * solid;
  vec3 through = mix(vec3(0.72), exp(-SIP * 0.9) * 0.9, uFill);   // what a shadow of the bulb lets past

  vec3 E = vec3(0.0);
  // the overhead softbox
  vec3 lt = vec3(-0.4, 8.0, -0.6) - p; float d2 = dot(lt, lt); lt /= sqrt(d2);
  E += vec3(1.0, 0.97, 0.9) * 13.0 * max(dot(n, lt), 0.0) * max(lt.y, 0.0) / d2 * mix(through, vec3(1.0), sphSoft(p, lt, 2.2));
  // a broad fill from beside the camera that falls off across the backdrop
  vec3 lf = normalize(vec3(-0.34, 0.32, -1.0));
  float wash = 0.05 + 0.95 * smoothstep(7.0, 0.4, length((p.xy - vec2(-1.6, 3.0)) * vec2(1.0, 1.5)));
  E += vec3(0.95, 1.0, 0.97) * 1.55 * max(dot(n, lf), 0.0) * wash * mix(through, vec3(1.0), sphSoft(p, lf, 3.5));
  // the narrow beam straight down the cord, and what the lens does with it
  float pool = smoothstep(2.9, 0.5, length(p.xz - vec2(-0.1, -0.2)));
  vec3 cau = full > 0.5 ? caustic(p) : vec3(1.0);
  E += vec3(1.0, 0.96, 0.86) * 1.25 * (1.0 + 3.0 * uFlash) * max(n.y, 0.0) * pool * cau;
  // the liquid is a lamp of its own
  E += GLOW * 13.0 * uFill * (1.0 + 1.6 * uFlash) * max(dot(n, nC), 0.0) * solid / (1.0 + 0.1 * dC);
  // a ring of light that runs out across the floor the moment it is full
  float ring = (1.0 - uFlash) * 3.4; float rr = length(p.xz - uC.xz);
  E += GLOW * 1.4 * uFlash * uFlash * exp(-(rr - ring) * (rr - ring) * 18.0) * max(n.y, 0.0);
  E += vec3(0.035, 0.05, 0.045) * ao;
  vec3 col = alb * E;
  // a soft sheen where the paper turns away from the camera
  vec3 hv = normalize(lt - rd); col += vec3(0.02) * pow(max(dot(n, hv), 0.0), 24.0) * (1.0 - a);
  return col;
}
// The same room for rays that have already bounced about inside the glass: lights, and the set as flat colour.
vec3 cheap(vec3 ro, vec3 rd){
  if (rd.y < -0.02 || (rd.z > 0.3 && rd.y < 0.75)) return PAPER * 0.9 + GLOW * 0.05 * uFill + strips(ro, rd);
  return env(ro, rd, 0.08);
}

// ---- the glass, the liquid, and the bubbles in it ---------------------------------------------
vec3 liqN(vec3 q){
  vec3 u = q - uLn * dot(q, uLn); float r = length(u); vec3 ur = u / max(r, 1e-4);
  float a = sqrt(max(RI * RI - uLvl * uLvl, 1e-4));
  vec3 g = ur * cos(r * 19.0 - uTime * 8.0) * uRip * (0.3 + 0.7 * smoothstep(0.0, 0.6, r / a));
  g += vec3(1.0, 0.0, 0.35) * cos(dot(u, vec3(9.0, 0.0, 3.0)) + uTime * 4.3) * uRip * 0.6;
  g += vec3(-0.4, 0.0, 1.0) * cos(dot(u, vec3(-4.0, 0.0, 11.0)) - uTime * 5.1) * uRip * 0.5;
  g -= ur * smoothstep(a - 0.09, a - 0.004, r) * 0.9;   // the meniscus climbing the glass
  return normalize(uLn + g);
}
float etch(vec3 q){
  float y = dot(q, uAx); float az = atan(q.x, -q.z);
  float m = 0.0;
  // short ticks every tenth of the way up, on the side that faces the camera
  float f = (y / RI + 1.0) * 0.5; float tick = abs(fract(f * 10.0 + 0.5) - 0.5) / 10.0 * 2.0 * RI;
  float longer = step(abs(fract(f * 2.0 + 0.5) - 0.5), 0.03);
  m += 0.75 * smoothstep(0.005, 0.002, tick) * smoothstep(0.02, 0.0, abs(az + 0.62) - 0.07 - 0.07 * longer) * step(abs(y), 0.86);
  return min(m, 1.0);
}
vec3 bulb(vec3 ro, vec3 rd, float t0){
  vec3 p = ro + rd * t0; vec3 q = p - uC; vec3 n = q / RO;
  float F = fres(dot(-rd, n), 1.0, NG);
  float e = etch(q);
  vec3 rf = reflect(rd, n); vec3 col = F * (1.0 - e) * (stage(p, rf, 1.0) + strips(p, rf));
  col += e * vec3(0.42, 0.5, 0.44) * (0.25 + 0.9 * max(n.y, 0.0) + 0.5 * max(dot(n, normalize(vec3(-0.34, 0.32, -1.0))), 0.0) + 0.6 * uFill);
  vec3 T = vec3((1.0 - F) * (1.0 - 0.7 * e));
  vec3 d = refract(rd, n, 1.0 / NG);
  float med = 1.0;   // 1 glass, 2 the air inside, 3 liquid, 4 inside a bubble, 0 back in the room
  float bub = -1.0;
  for (int i = 0; i < 12; i++) {
    q = p - uC;
    float tH = 0.0; vec3 nH = vec3(0.0); float nxt = 0.0;
    float b = dot(q, d); float qq = dot(q, q);
    if (med < 1.5) {
      float h = b * b - (qq - RI * RI);
      if (h > 0.0 && b < 0.0) { tH = -b - sqrt(h); vec3 qh = q + d * tH; nH = qh / RI; nxt = dot(qh, uLn) < uLvl ? 3.0 : 2.0; }
      else { tH = -b + sqrt(max(b * b - (qq - RO * RO), 0.0)); nH = -(q + d * tH) / RO; nxt = 0.0; }
    } else if (med > 3.5) {
      vec3 qb = p - (uC + uBub[0].xyz); float rb = uBub[0].w;
      for (int j = 0; j < 6; j++) { if (abs(float(j) - bub) < 0.5) { qb = p - (uC + uBub[j].xyz); rb = uBub[j].w; } }
      float bb = dot(qb, d); tH = -bb + sqrt(max(bb * bb - (dot(qb, qb) - rb * rb), 0.0)); nH = -(qb + d * tH) / rb; nxt = 3.0;
    } else {
      tH = -b + sqrt(max(b * b - (qq - RI * RI), 0.0)); nH = -(q + d * tH) / RI; nxt = 1.0;
      float dn = dot(d, uLn);
      if ((med < 2.5 && dn < -1e-5) || (med > 2.5 && dn > 1e-5)) {
        float tp = max((uLvl - dot(q, uLn)) / dn, 0.0);
        if (tp < tH) { tH = tp; vec3 ln = liqN(q + d * tp); if (dot(ln, d) * dn <= 0.0) ln = uLn; nH = med < 2.5 ? ln : -ln; nxt = med < 2.5 ? 3.0 : 2.0; }
      }
      if (med > 2.5) {
        for (int j = 0; j < 6; j++) {
          vec3 qb = p - (uC + uBub[j].xyz); float rb = uBub[j].w; float bb = dot(qb, d); float hb = bb * bb - (dot(qb, qb) - rb * rb);
          if (rb > 0.0 && hb > 0.0 && bb < 0.0) { float tb = -bb - sqrt(hb); if (tb > 0.0 && tb < tH) { tH = tb; nH = (qb + d * tb) / rb; nxt = 4.0; bub = float(j); } }
        }
      }
    }
    if (med > 2.5 && med < 3.5) { vec3 qm = q + d * tH * 0.5; float deep = uLvl - dot(qm, uLn); float lit = (0.25 + 0.75 * exp(-max(deep, 0.0) * 1.5)) * (0.8 + 0.5 * exp(-dot(qm.xz, qm.xz) * 2.5));
      col += T * GLOW * (0.13 + 0.4 * uFlash) * lit * (1.0 - exp(-tH * 1.1)); T *= exp(-SIP * tH); }
    else if (med < 1.5) T *= exp(-vec3(0.10, 0.02, 0.06) * tH);
    p += d * tH;
    float n1 = med < 1.5 ? NG : (med > 2.5 && med < 3.5 ? NL : 1.0);
    float n2v = nxt < 0.5 ? 1.0 : (nxt < 1.5 ? NG : (nxt > 2.5 && nxt < 3.5 ? NL : 1.0));
    vec3 r = refract(d, nH, n1 / n2v);
    if (dot(r, r) < 0.5) { d = reflect(d, nH); }
    else {
      float Fi = fres(dot(-d, nH), n1, n2v);
      if (i < 5) col += T * Fi * cheap(p, reflect(d, nH));
      T *= 1.0 - Fi; d = r; med = nxt;
      if (med < 0.5) break;
    }
  }
  T *= 1.0 - 0.5 * etch(p - uC);
  return col + T * (stage(p, d, 1.0) + strips(p, d));
}

// ---- the brass cap and the cord ---------------------------------------------------------------
float iCyl(vec3 ro, vec3 rd, vec3 pa, vec3 pb, float ra, out vec3 nor){
  vec3 ba = pb - pa; vec3 oc = ro - pa; float baba = dot(ba, ba); float bard = dot(ba, rd); float baoc = dot(ba, oc);
  float k2 = baba - bard * bard; float k1 = baba * dot(oc, rd) - baoc * bard; float k0 = baba * dot(oc, oc) - baoc * baoc - ra * ra * baba;
  float h = k1 * k1 - k2 * k0; nor = vec3(0.0); if (h < 0.0) return -1.0; h = sqrt(h);
  float t = (-k1 - h) / k2; float y = baoc + t * bard;
  if (y > 0.0 && y < baba) { nor = (oc + t * rd - ba * y / baba) / ra; return t; }
  t = ((y < 0.0 ? 0.0 : baba) - baoc) / bard;
  if (abs(k1 + k2 * t) < h) { nor = ba * sign(y) / sqrt(baba); return t; }
  return -1.0;
}
vec3 brass(vec3 p, vec3 n, vec3 rd){
  float y = dot(p - uC, uAx);
  // turned on a lathe: fine rings smear the lights up and down the cap
  n = normalize(n + uAx * (n2(vec2(y * 520.0, 1.0)) - 0.5) * 0.22 * (1.0 - abs(dot(n, uAx))));
  vec3 c = vec3(0.0); float w = 0.0;
  for (int i = -2; i <= 2; i++) { float f = float(i) / 2.0; float g = exp(-1.8 * f * f); c += g * stage(p, reflect(rd, normalize(n + uAx * f * 0.3)), 0.0); w += g; }
  vec3 F = BRASS + (1.0 - BRASS) * pow(1.0 - clamp(dot(-rd, n), 0.0, 1.0), 5.0);
  // a knurled waist to grip when the bulb is unscrewed
  float waist = smoothstep(1.05, 1.065, y) * smoothstep(1.19, 1.175, y) * step(abs(dot(n, uAx)), 0.5);
  float kn = abs(fract(atan(n.x + 1e-5, n.z + 2e-5) * 7.0 + y * 40.0) - 0.5) + abs(fract(atan(n.x + 1e-5, n.z + 2e-5) * 7.0 - y * 40.0) - 0.5);
  float under = smoothstep(0.94, 1.1, y);
  vec3 lf = normalize(vec3(-0.34, 0.32, -1.0));
  return (F * (c / w) * (0.5 + 0.5 * under) + BRASS * 0.22 * (0.25 + max(dot(n, lf), 0.0))) * mix(1.0, 0.4 + 1.1 * kn, waist) + BRASS * GLOW * 0.16 * uFill * (1.0 - under);
}

// A little haze in the room shows the beam: a shaft coming down the cord, and under the bulb the
// cone the lens squeezes it into.
vec3 haze(vec3 ro, vec3 rd){
  vec2 o2 = ro.xz - uC.xz - uCau; vec2 d2 = rd.xz; float dd = dot(d2, d2); if (dd < 1e-6) return vec3(0.0);
  float tca = -dot(o2, d2) / dd; if (tca < 0.0) return vec3(0.0);
  if (rd.y < 0.0 && tca > -ro.y / rd.y) return vec3(0.0);
  float dm = length(o2 + d2 * tca); float yc = ro.y + rd.y * tca;
  vec3 h = vec3(0.0);
  float top = uC.y + 0.9;
  if (yc > top) h += vec3(1.0, 0.97, 0.88) * 0.012 * exp(-dm * dm * 1.6) * smoothstep(top, top + 1.6, yc);
  float bot = uC.y - 0.78;
  if (yc < bot && yc > 0.0) {
    float u = yc / bot; float rc = mix(uSpot + 0.04, 0.7, u);
    float prof = exp(-dm * dm / (rc * rc * 0.45));
    h += mix(vec3(1.0, 0.97, 0.88), vec3(0.95, 1.0, 0.2), min(uFill * 1.6, 1.0)) * 0.022 * prof * rc * min(0.49 / (rc * rc), 60.0) * smoothstep(bot, bot - 0.12, yc) * (1.0 + 2.0 * uFlash);
  }
  return h;
}

vec3 render(vec3 ro, vec3 rd){
  float tB = 1e9; float what = 0.0; vec3 nB = vec3(0.0); vec3 nn; float tc;
  tc = iCyl(ro, rd, uC + uAx * 0.962, uC + uAx * 1.04, 0.215, nn); if (tc > 0.0 && tc < tB) { tB = tc; nB = nn; what = 1.0; }
  tc = iCyl(ro, rd, uC + uAx * 1.04, uC + uAx * 1.2, 0.17, nn); if (tc > 0.0 && tc < tB) { tB = tc; nB = nn; what = 1.0; }
  tc = iCyl(ro, rd, uC + uAx * 1.2, uC + uAx * 1.235, 0.2, nn); if (tc > 0.0 && tc < tB) { tB = tc; nB = nn; what = 1.0; }
  tc = iCyl(ro, rd, uC + uAx * 1.235, uC + uAx * 1.43, 0.05, nn); if (tc > 0.0 && tc < tB) { tB = tc; nB = nn; what = 1.0; }
  tc = iCyl(ro, rd, uC + uAx * 1.43, uC + uAx * 14.0, 0.016, nn); if (tc > 0.0 && tc < tB) { tB = tc; nB = nn; what = 2.0; }
  vec3 oc = ro - uC; float b = dot(oc, rd); float h = b * b - (dot(oc, oc) - RO * RO);
  if (h > 0.0) { float ts = -b - sqrt(h); if (ts > 0.0 && ts < tB) { tB = ts; what = 3.0; } }
  if (what > 2.5) return bulb(ro, rd, tB);
  if (what > 1.5) {
    // braided cord: dark cloth with a twist that catches the fill
    vec3 p = ro + rd * tB; float tw = 0.5 + 0.5 * sin(dot(p - uC, uAx) * 190.0 + atan(nB.x, nB.z) * 2.0);
    return vec3(0.012, 0.016, 0.014) * (0.5 + tw) * (0.4 + 1.6 * max(dot(nB, normalize(vec3(-0.34, 0.32, -1.0))), 0.0)) + vec3(0.03) * pow(max(dot(nB, normalize(vec3(-0.6, 0.5, -0.6))), 0.0), 8.0);
  }
  if (what > 0.5) return brass(ro + rd * tB, nB, rd);
  return stage(ro, rd, 1.0) + haze(ro, rd);
}

void main(){
  vec2 fc = gl_FragCoord.xy + uJit.xy;
  vec2 uv = (fc - 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 rd = normalize(fw * uFoc + rt * uv.x + up * uv.y);
  vec3 ro = uCam;
  vec3 fp = ro + rd * (uFocus / dot(rd, fw));
  ro += rt * uJit.z + up * uJit.w; rd = normalize(fp - ro);
  vec3 col = min(render(ro, rd), vec3(40.0));
  if (uDirect > 0.5) col = tone(col);
  outC = vec4(col, 1.0);
}
`;

// Developing the negative: bloom off the hot point, filmic curve, vignette, grain.
const POST = `
precision highp float;
uniform sampler2D uAcc; uniform vec2 uRes; uniform float uGrain; uniform vec2 uCentre;
${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;
  vec2 px = 1.0 / uRes;
  vec3 nb = texture2D(uAcc, uv + vec2(px.x, 0.0)).rgb + texture2D(uAcc, uv - vec2(px.x, 0.0)).rgb + texture2D(uAcc, uv + vec2(0.0, px.y)).rgb + texture2D(uAcc, uv - vec2(0.0, px.y)).rgb;
  c = max(c + (c - nb * 0.25) * 0.2, 0.0);
  vec3 b = vec3(0.0);
  for (int i = 0; i < 24; i++) {
    float a = float(i) * 2.39996; float r = sqrt((float(i) + 0.5) / 24.0);
    vec3 s = texture2D(uAcc, uv + vec2(cos(a), sin(a)) * r * 0.03 * vec2(uRes.y / uRes.x, 1.0)).rgb;
    b += min(max(s - 2.2, 0.0), vec3(10.0)) * (1.0 - 0.6 * r);
  }
  c += b * 0.03;
  vec2 q = (uv - uCentre) * vec2(uRes.x / uRes.y, 1.0);
  c *= 1.0 - 0.5 * smoothstep(0.3, 1.2, length(q));
  c = tone(c);
  float g = h21(gl_FragCoord.xy + uGrain * 91.7) - 0.5;
  c += g * 0.028 * (1.0 - 0.5 * c.g);
  outC = vec4(c, 1.0);
}
`;

// Ten figures and a percent sign, drawn once. The shader sets the number from this sheet, so a
// changing percentage never uploads a new picture.
const CELL = 372, SHEET_W = 4096, SHEET_H = 512, BASE = 456;
function figures() {
  const cv = document.createElement("canvas");
  cv.width = SHEET_W; cv.height = SHEET_H;
  const g = cv.getContext("2d");
  const out = { cv, cap: 400, widths: new Array(11).fill(0.6) as number[] };
  if (!g) return out;
  g.fillStyle = "#000"; g.fillRect(0, 0, SHEET_W, SHEET_H);
  g.fillStyle = "#fff"; g.textBaseline = "alphabetic"; g.textAlign = "left";
  g.font = `600 100px ${FONT}`;
  const capAt100 = g.measureText("H").actualBoundingBoxAscent || 72;
  let size = (400 / capAt100) * 100;
  let widest = 0;
  for (let i = 0; i < 10; i++) widest = Math.max(widest, g.measureText(String(i)).width);
  size = Math.min(size, ((CELL - 24) / widest) * 100);
  const cap = (capAt100 * size) / 100;
  out.cap = cap;
  g.font = `600 ${size}px ${FONT}`;
  for (let i = 0; i < 10; i++) {
    const w = g.measureText(String(i)).width;
    g.fillText(String(i), i * CELL + CELL / 2 - w / 2, BASE);
    out.widths[i] = w / cap - 0.07; // set tight, the way large figures should be
  }
  const ps = size * 0.4;
  g.font = `600 ${ps}px ${FONT}`;
  const pw = g.measureText("%").width;
  g.fillText("%", 10 * CELL + CELL / 2 - pw / 2, BASE);
  out.widths[10] = pw / cap;
  return out;
}

// No WebGL: the same picture as a still, built from circles and gradients.
function Still({ pct }: { pct: number }) {
  const f = pct / 100;
  const level = ((levelFor(f) / RI + 1) / 2) * 100;
  return (
    <div aria-hidden="true" className="absolute inset-0 overflow-hidden" style={{ background: "radial-gradient(70% 62% at 40% 34%, #3a7d62 0%, #1f4d3a 46%, #0c2219 100%)" }}>
      <div className="absolute inset-x-0 bottom-0 h-[31%]" style={{ background: "linear-gradient(180deg, #0a1c14 0%, #12301f 22%, #0c2219 100%)" }} />
      <div className="absolute left-[74%] top-[82%] h-[150px] w-[620px] -translate-x-1/2 -translate-y-1/2 rounded-[50%] blur-2xl lg:left-[71.5%]" style={{ background: `radial-gradient(closest-side, rgba(120,235,90,${0.2 + 0.5 * f}), rgba(120,235,90,0))` }} />
      <p className="absolute right-[26%] top-[16%] whitespace-nowrap text-right text-[110px] font-semibold leading-none tracking-[-0.06em] text-[#ebe5cd] sm:top-[18%] sm:text-[230px] lg:right-[28.5%] lg:top-[19%] lg:text-[372px]" style={{ fontVariantNumeric: "tabular-nums" }}>
        {pct}<span className="text-[0.4em] tracking-normal text-[#ebe5cd]/80">%</span>
      </p>
      <div className="absolute left-[74%] top-[55%] h-[180px] w-[180px] -translate-x-1/2 -translate-y-1/2 sm:h-[270px] sm:w-[270px] lg:left-[71.5%] lg:h-[284px] lg:w-[284px]">
        <div className="absolute bottom-full left-1/2 h-[520px] w-[3px] -translate-x-1/2 bg-[#050d09]" />
        <div className="absolute -top-[30px] left-1/2 h-[34px] w-[46px] -translate-x-1/2 rounded-t-[3px]" style={{ background: "linear-gradient(90deg,#3d2c12,#d9b56c 30%,#fff1c4 44%,#a8843f 62%,#4a3615)" }} />
        <div className="absolute left-1/2 top-[110%] h-[40px] w-[112%] -translate-x-1/2 rounded-[50%]" style={{ background: `radial-gradient(closest-side, rgba(255,255,205,${0.3 + 0.7 * f}) 0%, rgba(206,255,60,${0.25 + 0.6 * f}) ${Math.round(46 - 34 * f)}%, rgba(96,200,40,0.5) 78%, rgba(96,200,40,0) 100%)`, filter: "blur(3px)" }} />
        <div className="absolute inset-0 overflow-hidden rounded-full" style={{ background: "radial-gradient(circle at 50% 120%, rgba(8,30,20,0.25), rgba(255,255,255,0.02) 60%)", boxShadow: "inset 0 0 0 1.5px rgba(235,255,240,0.4), inset 6px 0 14px -6px rgba(255,255,255,0.5), inset -6px 0 14px -6px rgba(255,255,255,0.35), inset 0 0 30px rgba(255,255,255,0.1)" }}>
          <div className="absolute inset-x-0 bottom-0 transition-[height] duration-500 motion-reduce:transition-none" style={{ height: `${level}%`, background: "radial-gradient(120% 90% at 50% 100%, #f4ff5c 0%, #c6ea1f 26%, #8dbb10 62%, #6f9a0b 100%)", boxShadow: "0 -2px 0 rgba(250,255,200,0.9), 0 0 50px rgba(214,255,60,0.6)" }} />
          <div className="absolute left-[30%] top-[6%] h-[13%] w-[40%] rounded-[45%] bg-white/70 blur-[5px]" />
          <div className="absolute left-[8%] top-[24%] h-[52%] w-[5%] rounded-full bg-white/40 blur-[3px]" />
        </div>
      </div>
    </div>
  );
}

export default function RayTracedGlassPendantLoader() {
  const stage = useRef<HTMLDivElement>(null);
  const canvas = useRef<HTMLCanvasElement>(null);
  const [pct, setPct] = useState(START);
  const [shown, setShown] = useState<"wait" | "gl" | "still">("wait");
  const api = useRef<{ again: () => 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;
    const canAcc = !!gl2 && (!!gl2.getExtension("EXT_color_buffer_float") || !!gl2.getExtension("EXT_color_buffer_half_float"));
    const info = gl ? gl.getExtension("WEBGL_debug_renderer_info") : null;
    const software = /swiftshader|llvmpipe|software|basic render/i.test(gl && info ? String(gl.getParameter(info.UNMASKED_RENDERER_WEBGL)) : "");

    let scene: WebGLProgram | null = null, post: WebGLProgram | null = null;
    if (gl) {
      const head = gl2 ? "#version 300 es\n#define ATTR in\n#define texture2D texture\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;
      };
      scene = link(SCENE); post = canAcc ? link(POST) : null;
    }
    const live = !!gl && !!scene && (!canAcc || !!post);
    if (!live) setShown("still");

    const fig = live ? figures() : null;
    const W10 = fig ? [...fig.widths, 0] : new Array(12).fill(0.6);
    const su: Record<string, WebGLUniformLocation | null> = {}, pu: Record<string, WebGLUniformLocation | null> = {};
    let acc: WebGLTexture | null = null, fbo: WebGLFramebuffer | null = null;
    if (live && gl && scene && fig) {
      for (const n of ["uRes", "uJit", "uCam", "uTgt", "uFoc", "uShift", "uFocus", "uC", "uAx", "uLn", "uLvl", "uFill", "uRip", "uTime", "uCol0", "uCol1", "uCol2", "uGl0", "uGl1", "uGl2", "uPct", "uText", "uAtlas", "uTex", "uFlash", "uCau", "uSpot", "uDirect", "uBub"]) su[n] = gl.getUniformLocation(scene, n);
      if (post) for (const n of ["uAcc", "uRes", "uGrain", "uCentre"]) pu[n] = gl.getUniformLocation(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);
      const tex = gl.createTexture();
      gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, tex);
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, fig.cv);
      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);
      if (canAcc) { acc = gl.createTexture(); fbo = gl.createFramebuffer(); }
    }

    let W = 0, H = 0, scale = 1, cssW = 1, cssH = 1;
    const s = {
      goal: START, seg: 0, segT: 0, from: START, running: !reduce,
      vol: START / 100, volV: 0, rip: 0.02, flash: 0, wasFull: false,
      th: [0.012, 0.004], thV: [0, 0.01], sl: [0, 0], slV: [0, 0],
      // each figure column: the glyph showing, the one rolling in (11 is a blank), how far the roll has got
      col: [11, Math.floor(START / 10), START % 10].map((g) => ({ a: g, b: g, f: 1, v: 0, dir: 1 })),
      bub: Array.from({ length: 6 }, (_, i) => ({ x: 0, y: -2, z: 0, r: 0, v: 0, ph: i * 1.7, wait: 0.3 + i * 0.45 })),
      px: 0, py: 0, sx: 0, sy: 0, lastX: 0, lastY: 0, count: 0, fresh: true, frame: 0, slow: 0,
      visible: true, raf: 0, last: 0, t: 0, pct: START, prev: START, first: true,
    };
    const size = () => {
      const r = box.getBoundingClientRect();
      cssW = Math.max(1, r.width); cssH = Math.max(1, r.height);
      if (!live || !gl) return;
      const dpr = Math.min(software ? 0.6 : 1.5, window.devicePixelRatio || 1) * scale;
      const k = Math.min(1, Math.sqrt(1.3e6 / (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; };
    const norm = (v: number[]) => { const l = Math.hypot(v[0], v[1], v[2]) || 1; return [v[0] / l, v[1] / l, v[2] / l]; };
    const cross = (a: number[], b: number[]) => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];

    // The camera: a long lens a little above the bulb, looking slightly down so the floor shows.
    const camera = () => {
      const wide = cssW >= 1024, aspect = cssW / cssH;
      const el = 0.165, az = -0.045 + s.sx * 0.05, dist = 12.5;
      const tgt = [0, 1.66, 0.3];
      const cam = [tgt[0] + dist * Math.sin(az) * Math.cos(el), tgt[1] + dist * Math.sin(el) - s.sy * 0.22, tgt[2] - dist * Math.cos(az) * Math.cos(el)];
      const foc = 2.3 * Math.min(1, 0.3 + aspect * 0.62);
      const shift = wide ? [0.215 * aspect, -0.012] : cssW >= 640 ? [0.23 * aspect, 0.05] : [0.2 * aspect, -0.035];
      const fw = norm([tgt[0] - cam[0], tgt[1] - cam[1], tgt[2] - cam[2]]);
      const rt = norm(cross([0, 1, 0], fw)), up = cross(fw, rt);
      // where a point of the frame, in CSS pixels, meets the back wall
      const wall = (x: number, y: number) => {
        const u = (x - cssW / 2) / cssH - shift[0], v = (cssH / 2 - y) / cssH - shift[1];
        const rd = norm([fw[0] * foc + rt[0] * u + up[0] * v, fw[1] * foc + rt[1] * u + up[1] * v, fw[2] * foc + rt[2] * u + up[2] * v]);
        const t = (ZW - cam[2]) / rd[2];
        return [cam[0] + rd[0] * t, cam[1] + rd[1] * t];
      };
      // and the height in the frame of a point on that wall
      const frameY = (x: number, y: number, z: number) => {
        const d = [x - cam[0], y - cam[1], z - cam[2]];
        const v = ((d[0] * up[0] + d[1] * up[1] + d[2] * up[2]) / (d[0] * fw[0] + d[1] * fw[1] + d[2] * fw[2])) * foc;
        return cssH / 2 - (v + shift[1]) * cssH;
      };
      return { wide, roomy: cssW >= 640, aspect, tgt, cam, foc, shift, wall, frameY };
    };

    const draw = (alpha: number, sample: number) => {
      if (!live || !gl || !scene) return;
      const c = camera();
      // set the numerals: left edge on the page margin, sized to the frame
      const margin = c.wide ? 64 : cssW >= 640 ? 40 : 24;
      const axisPx = cssW / 2 + c.shift[0] * cssH;
      // with room, the number runs flush right into the bulb so the percent sign sits behind the glass;
      // on a phone it stands clear above the bulb
      const edgePx = c.roomy ? axisPx + 0.02 * cssH * c.foc : cssW - margin;
      const capPx = c.roomy ? Math.min(0.36 * cssH, 0.212 * cssW, (edgePx - margin) / 2.72) : (cssW - 2 * margin) / 2.78;
      const basePx = c.roomy ? c.frameY(-1, 0.57, ZW) : c.frameY(0, DROP + 1.5, 0) - 0.03 * cssH;
      const o = c.wall(edgePx, basePx), o2 = c.wall(edgePx, basePx - capPx);
      const capW = o2[1] - o[1];
      let x = 0;
      const cols: number[][] = [];
      for (const k of s.col) {
        const e = k.f * k.f * (3 - 2 * k.f);
        const w = Math.max(0, W10[k.a] + (W10[k.b] - W10[k.a]) * e);
        cols.push([x, w, k.f, k.v / 60, k.a, k.b, k.dir]); x += w;
      }
      const jx = sample ? halton(sample, 2) - 0.5 : 0, jy = sample ? halton(sample, 3) - 0.5 : 0;
      const la = halton(sample, 5) * Math.PI * 2, lr = sample ? Math.sqrt(halton(sample, 7)) * 0.045 : 0;
      const LEN = 12;
      const C = [LEN * s.th[0], DROP + LEN * 0.5 * (s.th[0] * s.th[0] + s.th[1] * s.th[1]), LEN * s.th[1]];
      const ax = norm([-s.th[0], 1, -s.th[1]]);
      const ln = norm([ax[0] + s.sl[0], ax[1], ax[2] + s.sl[1]]);
      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.uniform4f(su.uJit, canAcc ? jx : 0, canAcc ? jy : 0, canAcc ? Math.cos(la) * lr : 0, canAcc ? Math.sin(la) * lr : 0);
      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, 12.6);
      gl.uniform3f(su.uC, C[0], C[1], C[2]); gl.uniform3f(su.uAx, ax[0], ax[1], ax[2]); gl.uniform3f(su.uLn, ln[0], ln[1], ln[2]);
      gl.uniform1f(su.uLvl, levelFor(s.vol)); gl.uniform1f(su.uFill, s.vol); gl.uniform1f(su.uRip, s.rip); gl.uniform1f(su.uTime, s.t);
      [su.uCol0, su.uCol1, su.uCol2].forEach((u, i) => gl.uniform4f(u, cols[i][0], cols[i][1], cols[i][2], cols[i][3]));
      [su.uGl0, su.uGl1, su.uGl2].forEach((u, i) => gl.uniform3f(u, cols[i][4], cols[i][5], cols[i][6]));
      gl.uniform2f(su.uPct, x + 0.05, W10[10]);
      gl.uniform3f(su.uText, o[0] - (x + 0.05 + W10[10]) * capW, o[1], capW);
      const cap = fig ? fig.cap : 400;
      gl.uniform4f(su.uAtlas, CELL / SHEET_W, cap / SHEET_W, BASE / SHEET_H, cap / SHEET_H);
      gl.uniform1i(su.uTex, 0);
      gl.uniform1f(su.uFlash, s.flash);
      gl.uniform2f(su.uCau, -s.sl[0] * 0.5, -s.sl[1] * 0.5);
      gl.uniform1f(su.uSpot, spotFor(levelFor(s.vol)));
      gl.uniform1f(su.uDirect, canAcc ? 0 : 1);
      const bb = new Float32Array(24);
      s.bub.forEach((b, i) => { bb[i * 4] = b.x; bb[i * 4 + 1] = b.y; bb[i * 4 + 2] = b.z; bb[i * 4 + 3] = b.r; });
      gl.uniform4fv(su.uBub, bb);
      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, reduce ? 1 : s.frame % 64);
        gl.uniform2f(pu.uCentre, c.wide ? 0.6 : 0.5, c.wide ? 0.48 : 0.5);
        gl.drawArrays(gl.TRIANGLES, 0, 3);
      }
    };

    const again = () => {
      s.seg = DRAIN; s.segT = 0; s.from = s.goal; s.running = true;
      wake();
    };
    api.current = { again };

    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++; s.t += dt;

      // ---- the demo: walk the script. Replace this block with your own `s.goal = percent`.
      if (s.running) {
        s.segT += dt;
        let [to, secs] = demo[s.seg];
        while (s.segT >= secs) {
          s.segT -= secs; s.from = to; s.seg = (s.seg + 1) % demo.length;
          if (reduce && to === 100) { s.running = false; s.segT = 0; break; }
          [to, secs] = demo[s.seg];
        }
        const k = Math.min(1, s.segT / secs), e = k * k * k * (k * (6 * k - 15) + 10);
        s.goal = reduce ? s.from : s.from + (to - s.from) * e;
      } else if (reduce) s.goal = 100;

      const pctNow = Math.round(s.goal);
      if (pctNow !== s.pct) { s.pct = pctNow; setPct(pctNow); }
      const tgt = [pctNow >= 100 ? 1 : 11, pctNow >= 10 ? Math.floor(pctNow / 10) % 10 : 11, pctNow % 10];
      const rising = pctNow >= s.prev; s.prev = pctNow;
      let moving = false;
      if (reduce) {
        if (s.vol !== s.goal / 100) { s.count = 0; s.fresh = true; }
        s.vol = s.goal / 100; s.rip = 0; s.th = [0, 0]; s.flash = 0;
        s.col.forEach((k, i) => { k.a = tgt[i]; k.b = tgt[i]; k.f = 1; k.v = 0; });
      } else {
        // the liquid is heavy: it chases the number on a spring and runs a little past it
        const before = s.vol;
        for (let i = 0; i < 2; i++) { s.volV += (46 * (s.goal / 100 - s.vol) - 8.4 * s.volV) * (dt / 2); s.vol += s.volV * (dt / 2); }
        if (s.vol > 1) { s.vol = 1; s.volV = Math.min(0, s.volV); }
        if (s.vol < 0) { s.vol = 0; s.volV = Math.max(0, s.volV); }
        const rate = Math.abs(s.vol - before) / Math.max(dt, 1e-3);
        s.rip = Math.min(0.2, s.rip + rate * dt * 2.2);
        s.rip += (0.012 - s.rip) * (1 - Math.exp(-dt * 1.5));
        // filling tips the surface and sets it wobbling
        const kick = rate * dt * 0.9;
        s.slV[0] += Math.sin(s.t * 3.1) * kick * 9; s.slV[1] += Math.cos(s.t * 2.3) * kick * 6;
        // the moment it is full
        const full = pctNow >= 100 && s.vol > 0.985;
        if (full && !s.wasFull) { s.flash = 1; s.thV[0] += 0.004; }
        s.wasFull = full;
        if (s.flash > 0.003) s.flash *= Math.exp(-dt * 1.7); else s.flash = 0;
        // the pendulum, and the liquid that lags behind it
        for (let a = 0; a < 2; a++) {
          const drift = Math.sin(s.t * (a ? 0.53 : 0.41) + a * 2) * 0.0009;
          const accel = -5.6 * s.th[a] - 0.22 * s.thV[a] + drift;
          s.thV[a] += accel * dt; s.th[a] += s.thV[a] * dt;
          s.slV[a] += (-70 * s.sl[a] - 2.6 * s.slV[a] - accel * 6.5) * dt; s.sl[a] += s.slV[a] * dt;
          s.sl[a] = Math.max(-0.3, Math.min(0.3, s.sl[a]));
        }
        // figures roll like a counter: one step at a time, upward when the number climbs
        s.col.forEach((k, i) => {
          if (k.f >= 1 && k.b !== tgt[i]) { k.a = k.b; k.b = tgt[i]; k.f = 0; k.v = 0; k.dir = rising ? 1 : -1; }
          if (k.f < 1) {
            k.v += (190 * (1 - k.f) - 19 * k.v) * dt; k.f += k.v * dt;
            if (k.f > 0.997 && Math.abs(k.v) < 0.6) { k.f = 1; k.v = 0; k.a = k.b; }
          }
        });
        // bubbles: born at the bottom while it fills, rising in a wobble, gone at the surface
        const lvl = levelFor(s.vol);
        for (const b of s.bub) {
          if (b.r <= 0) {
            b.wait -= dt * (0.35 + Math.min(4, rate * 30));
            if (b.wait <= 0 && lvl > -0.6) {
              const a = b.ph * 2.4 + s.t, rr = 0.1 + 0.45 * ((b.ph * 7.31) % 1);
              b.x = Math.cos(a) * rr; b.z = Math.sin(a) * rr; b.y = -Math.sqrt(Math.max(0.02, RI * RI - rr * rr)) + 0.08;
              b.r = 0.018 + 0.03 * ((b.ph * 3.17 + s.t) % 1); b.v = 0;
            }
          } else {
            b.v += (0.9 + b.r * 22 - b.v * 2.2) * dt; b.y += b.v * dt;
            b.x += Math.sin(s.t * 5 + b.ph * 3) * 0.12 * dt; b.z += Math.cos(s.t * 4.3 + b.ph) * 0.12 * dt;
            const lim = Math.sqrt(Math.max(0, RI * RI - b.y * b.y)) - b.r - 0.02, rad = Math.hypot(b.x, b.z);
            if (rad > lim && rad > 0) { b.x *= Math.max(0, lim) / rad; b.z *= Math.max(0, lim) / rad; }
            if (b.y > lvl - b.r * 0.6 || lim <= 0) { b.r = 0; b.wait = 0.5 + ((b.ph * 5.3 + s.t) % 1.6); s.rip = Math.min(0.2, s.rip + 0.02); }
          }
        }
        s.sx += (s.px - s.sx) * (1 - Math.exp(-dt * 3)); s.sy += (s.py - s.sy) * (1 - Math.exp(-dt * 3));
        moving = true;
      }

      if (live) {
        if (s.fresh || !canAcc) { draw(1, 0); s.fresh = false; s.count = 1; }
        else if (moving) draw(0.5, 1 + (s.frame % 32));
        else if (s.count < 48) { s.count++; draw(1 / s.count, s.count); }
        if (s.first) { s.first = false; setShown("gl"); }
        if (!reduce && !software && dtRaw > 0.026) s.slow++; else s.slow = Math.max(0, s.slow - 2);
        if (s.slow > 45 && scale > 0.5) { scale *= 0.82; s.slow = 0; size(); }
      }
      if (moving || s.running || (live && s.count < 48)) s.raf = requestAnimationFrame(frame);
    };
    const wake = () => { if (!s.raf && s.visible) { 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);

    // a pointer passing the bulb pushes it, and a press flicks it
    const where = (e: PointerEvent) => {
      const r = box.getBoundingClientRect();
      const wide = r.width >= 1024;
      const bx = r.left + r.width * 0.72, by = r.top + r.height * 0.55;
      return { r, near: Math.hypot(e.clientX - bx, e.clientY - by) < r.height * 0.3, dx: e.clientX - bx };
    };
    const move = (e: PointerEvent) => {
      const w = where(e);
      s.px = ((e.clientX - w.r.left) / w.r.width) * 2 - 1; s.py = ((e.clientY - w.r.top) / w.r.height) * 2 - 1;
      if (!reduce && w.near && s.lastX) {
        s.thV[0] += Math.max(-0.012, Math.min(0.012, (e.clientX - s.lastX) * 0.00055));
        s.thV[1] += Math.max(-0.008, Math.min(0.008, (s.lastY - e.clientY) * 0.0003));
      }
      s.lastX = e.clientX; s.lastY = e.clientY;
      wake();
    };
    const down = (e: PointerEvent) => {
      const w = where(e);
      if (!reduce && w.near) { s.thV[0] += w.dx < 0 ? 0.03 : -0.03; s.rip = Math.min(0.2, s.rip + 0.06); }
      wake();
    };
    const leave = () => { s.px = 0; s.py = 0; s.lastX = 0; };
    box.addEventListener("pointermove", move);
    box.addEventListener("pointerdown", down);
    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("pointerdown", down);
      box.removeEventListener("pointerleave", leave); cv.removeEventListener("webglcontextlost", lost);
      api.current = null;
    };
  }, []);

  const at = stageOf(pct);
  const done = pct >= 100;

  return (
    <section className="relative isolate overflow-hidden bg-[#0e2a1f] text-[#efe9d2]" style={{ fontFamily: FONT }}>
      <style>{`
        @keyframes ray-traced-glass-pendant-loader-rise { from { opacity: 0; transform: translateY(0.35em); filter: blur(5px); } to { opacity: 1; transform: none; filter: blur(0); } }
        .ray-traced-glass-pendant-loader-note { animation: ray-traced-glass-pendant-loader-rise 520ms cubic-bezier(0.2, 0.9, 0.2, 1) both; }
        @media (prefers-reduced-motion: reduce) { .ray-traced-glass-pendant-loader-note { animation: none; } }
      `}</style>
      <div ref={stage} className="relative mx-auto h-[720px] w-full max-w-[1600px] lg:h-[760px]" style={{ background: "radial-gradient(80% 70% at 40% 36%, #24553f 0%, #153a2b 50%, #0e2a1f 100%)" }}>
        <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 pct={pct} />}

        <div className="pointer-events-none absolute inset-0 flex flex-col justify-between px-6 pb-7 pt-7 sm:px-10 lg:px-16 lg:pb-14 lg:pt-14">
          <p className="text-[11px] font-medium uppercase tracking-[0.34em] text-[#efe9d2]/70">Fennick &amp; Rowe <span className="mx-2 text-[#efe9d2]/35">/</span> publishing your site</p>
          <div>
            <div
              role="progressbar"
              aria-label="Publishing your site"
              aria-valuemin={0}
              aria-valuemax={100}
              aria-valuenow={pct}
              aria-valuetext={`${pct} percent. ${stages[at].note}`}
              className="mb-3 flex items-baseline gap-3 text-[11px] font-medium uppercase tracking-[0.3em] text-[#efe9d2]/70 lg:mb-4"
            >
              <span className="tabular-nums text-[#dcf34f]">{String(at + 1).padStart(2, "0")}</span>
              <span className="h-px w-8 bg-[#efe9d2]/30" />
              <span className="tabular-nums">{String(stages.length).padStart(2, "0")}</span>
            </div>
            <p aria-live="polite" className="h-[1.3em] text-[22px] italic leading-snug text-[#f4efdc] lg:text-[27px]" style={{ fontFamily: SERIF }}>
              <span key={at} className="ray-traced-glass-pendant-loader-note block">{stages[at].note}</span>
            </p>
            <button
              type="button"
              onClick={() => api.current?.again()}
              className="pointer-events-auto mt-6 inline-flex h-11 items-center gap-2.5 rounded-full border border-[#efe9d2]/25 bg-[#efe9d2]/[0.07] pl-4 pr-5 text-[13px] font-medium tracking-[-0.01em] text-[#f4efdc] outline-none backdrop-blur-sm transition-colors duration-200 hover:bg-[#efe9d2]/[0.16] focus-visible:ring-2 focus-visible:ring-[#dcf34f] focus-visible:ring-offset-2 focus-visible:ring-offset-[#0e2a1f] lg:mt-7"
            >
              <svg aria-hidden="true" viewBox="0 0 20 20" className="h-4 w-4" fill="none" stroke="currentColor" strokeWidth="1.6" strokeLinecap="round" strokeLinejoin="round"><path d="M4 10a6 6 0 1 0 2-4.5" /><path d="M4 4v3.5h3.5" /></svg>
              {done ? "Run it again" : "Start over"}
            </button>
          </div>
        </div>
        <p className="pointer-events-none absolute bottom-7 right-6 hidden text-[11px] uppercase tracking-[0.3em] text-[#efe9d2]/55 sm:right-10 lg:bottom-14 lg:right-16 lg:block">Nudge the bulb</p>
      </div>
    </section>
  );
}

Install with one command: npx shadcn@latest add https://we.inc/r/ray-traced-glass-pendant-loader-that-fills-with-glowing-liquid-and-focuses-a-point-of-light-under-a-wall-sized-percentage.json

When to use it

How to customize it

Accessibility

Questions

How do I drive it with real progress instead of the demo?

Everything follows one number, `s.goal`, from 0 to 100. Delete the demo block at the top of the frame loop and set `s.goal` from your upload event, your fetch reader or your build log. The liquid chases that number on a spring, so even jumpy updates look like something being poured.

Why does the light on the floor change shape as it fills?

The shader treats the bulb as the lens it would be. For each point on the floor it follows fifty-six rings of the overhead beam down through the glass, the air above the liquid, the flat surface and the curved bottom, and adds up how much lands there. A half-full bulb is a weak lens that makes a wide soft disc. A full one is a ball lens whose focus sits just under it, which is where the floor has been put.

Is the glass actually refracting or is it a trick?

Each ray is followed through the outer wall, the inner wall, the liquid surface and any bubble in its way, bending by the real indices for glass and water and reflecting where the angle is too shallow to get out. That is why the wall appears upside down in the liquid and the right way up in the empty part above it.

Why are the figures inside the picture and not HTML text?

So the scene can use them. Ten digits and a percent sign are drawn once to a small canvas in your page's font, and the shader sets the number from that sheet. The glass can then bend them, the liquid can light them, and a changing digit rolls like a counter without any new upload.

How heavy is it to run?

There is no ray marching: the sphere, the liquid surface, the cap and the room are all solved exactly, so a pixel costs a few dozen arithmetic steps. The buffer is capped at about 1.3 million pixels, the loop stops when the section is off screen or the tab is hidden, and if frames run long it gives up a step of resolution.

What does a browser without WebGL show?

A still made from CSS circles and gradients in the same layout: the bulb, the liquid at the right height, the pool of light and the percentage as real text. The progress bar semantics and the button never depended on the canvas.

Related: Ray-Marched Knurled Aluminium Dial on Black Glass with a Moving Softbox, Engraved Stops and an Amber Halo, Glass Rain Gauge Progress Meter That Fills Drop by Drop with a Meniscus and Tips Out When Full, Mechanical Watch Movement Loader with Swinging Balance Wheel and Breathing Hairspring.

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

More in Loaders

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