A studio wall in late sun, a cotton line strung between two brass eyes, and three glossy photographic prints of the same surf school homepage hanging from steel bulldog clips. Each print shows a different style: a quiet serif layout on cream, heavy type on near-black, and clay colour blocks with pill buttons. Choose one and its clip lets go. The print tips forward, flutters as it falls, lands face up on the plywood table with a small kick of its leading edge and settles into focus, still wearing its clip, now painted blue to mark it as the keeper. The line springs up where the weight left it and the two prints still hanging swing on their clips. Everything is ray marched in one fragment shader with two samples per pixel, soft shadows, contact darkening and a sunlit window pattern, then a second pass adds edge smoothing and a gentle depth of field. On phones the frame turns portrait so all three prints stay large enough to read.
import { useEffect, useRef, useState } from "react";
import { useReducedMotion } from "framer-motion";
/** The three printed proofs: one homepage, three styles. Change names and copy here. */
const proofs = [
{ key: "A", style: "Linen", line: "Soft serif, cream paper, quiet photography." },
{ key: "B", style: "Night", line: "Heavy type on near-black, one warm accent." },
{ key: "C", style: "Market", line: "Clay colour blocks, pill buttons, three cards." },
];
const BUSINESS = "Tidewater Surf School";
const START = 1; // the proof that already lies on the table when the piece loads
const DEMO_EVERY = 6200; // ms between picks in the idle demo, until someone chooses
const BLUE = "#4F98FB";
const GROT = '"Inter Tight", "Inter", ui-sans-serif, system-ui, sans-serif';
const SERIF = '"Iowan Old Style", "Palatino Linotype", Palatino, "Book Antiqua", Georgia, serif';
const MONO = 'ui-monospace, "SF Mono", Menlo, Consolas, monospace';
// World sizes (metres, roughly). The shader receives the same numbers.
const HW = 0.21; // half width of a print
const HH = 0.28; // half height of a print
const TH = 0.0016; // half thickness of the paper
const CLIP = 0.05; // from the top of the print to the string
const SP = 0.58; // gap between proofs on the line
const LX = 1.22; // the line runs between two brass eyes at plus and minus LX
const Y0 = 1.3; // height of the eyes
const ZL = 0.24; // distance of the line from the wall
const SAG = 0.05;
const DIP = 0.032; // how far a hanging print pulls the line down
const REST = [
[-0.16, 0.5, -0.15],
[0.03, 0.52, 0.08],
[0.17, 0.5, 0.18],
]; // where each proof lands on the table: x, z, turn
const FALL = 1.1; // seconds from unclip to landing
const RISE = 0.9;
const PW = 480; // atlas pixels per print
const PH = 640;
const VERT = `#version 300 es
in vec2 a; out vec2 vUv;
void main(){ vUv=a*0.5+0.5; gl_Position=vec4(a,0.,1.); }`;
const SCENE = `#version 300 es
precision highp float;
uniform vec2 uRes; uniform float uTime; uniform vec3 uRo, uTa;
uniform vec4 uA[3]; uniform vec4 uB[3]; uniform vec3 uDip;
uniform sampler2D uAtlas;
out vec4 o;
const float HW=${HW.toFixed(4)}, HH=${HH.toFixed(4)}, TH=${TH.toFixed(4)}, CL=${CLIP.toFixed(4)};
const float SP=${SP.toFixed(4)}, LX=${LX.toFixed(4)}, Y0=${Y0.toFixed(4)}, ZL=${ZL.toFixed(4)}, SAG=${SAG.toFixed(4)};
const vec3 L=normalize(vec3(-0.5,0.64,0.58));
const vec3 BLUE=vec3(0.078,0.31,0.96);
float h21(vec2 p){ p=fract(p*vec2(233.34,851.73)); p+=dot(p,p+23.45); return fract(p.x*p.y); }
float vn(vec2 p){ vec2 i=floor(p),f=fract(p); f=f*f*(3.-2.*f);
return mix(mix(h21(i),h21(i+vec2(1,0)),f.x),mix(h21(i+vec2(0,1)),h21(i+vec2(1,1)),f.x),f.y); }
float fbm(vec2 p){ float s=0.,a=.5; for(int i=0;i<4;i++){ s+=a*vn(p); p=p*2.03+7.1; a*=.5; } return s; }
float box2(vec2 p,vec2 b){ vec2 d=abs(p)-b; return length(max(d,0.))+min(max(d.x,d.y),0.); }
float box3(vec3 p,vec3 b){ vec3 d=abs(p)-b; return length(max(d,0.))+min(max(d.x,max(d.y,d.z)),0.); }
float ext(float d2,float z,float h){ vec2 w=vec2(d2,abs(z)-h); return min(max(w.x,w.y),0.)+length(max(w,0.)); }
float cap(vec3 p,vec3 a,vec3 b,float r){ vec3 pa=p-a,ba=b-a; float h=clamp(dot(pa,ba)/dot(ba,ba),0.,1.); return length(pa-ba*h)-r; }
mat2 rot(float a){ float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
float lineY(float x){
float y=Y0-SAG*(1.-(x/LX)*(x/LX));
for(int i=0;i<3;i++){ float d=(x-float(i-1)*SP)/0.24; y-=uDip[i]*exp(-d*d); }
return y;
}
vec3 local(vec3 p,int i){
vec4 A=uA[i], B=uB[i]; vec3 q=p-A.xyz;
q.xy=rot(B.x)*q.xy; q.zx=rot(B.y)*q.zx; q.yz=rot(A.w)*q.yz;
float bx=q.x/HW; q.z+=B.z*(bx*bx-0.35);
return q;
}
// x distance, y part: 0 paper, 1 clip jaws, 2 wire
vec2 sheet(vec3 q){
vec2 r=vec2(ext(box2(q.xy,vec2(HW,HH)-0.003)-0.003,q.z,TH),0.);
vec3 c=q-vec3(0.,HH-0.004,0.);
float jaw=box3(c,vec3(0.031,0.019,0.0016+0.0035*clamp((c.y+0.019)/0.038,0.,1.)))-0.0016;
jaw=min(jaw,cap(c,vec3(-0.031,0.018,0.),vec3(0.031,0.018,0.),0.0052));
if(jaw<r.x) r=vec2(jaw,1.);
float w=1e3;
for(int s=-1;s<=1;s+=2){ float fs=float(s);
w=min(w,cap(c,vec3(-0.027,0.018,0.0055*fs),vec3(-0.017,0.004+CL,0.0012*fs),0.0015));
w=min(w,cap(c,vec3(0.027,0.018,0.0055*fs),vec3(0.017,0.004+CL,0.0012*fs),0.0015));
w=min(w,cap(c,vec3(-0.017,0.004+CL,0.0012*fs),vec3(0.017,0.004+CL,0.0012*fs),0.0015)); }
if(w<r.x) r=vec2(w,2.);
return r;
}
// id: 0 wall, 1 table, 2 string, 3 brass eye, 10+i*10+part a print
vec2 map(vec3 p){
vec2 r=vec2(p.z,0.);
if(p.y<r.x) r=vec2(p.y,1.);
float x=clamp(p.x,-LX,LX);
float dl=length(vec3(p.x-x,(p.y-lineY(x))*0.98,p.z-ZL))-0.0021;
if(dl<r.x) r=vec2(dl,2.);
float ax=(p.x<0.?-1.:1.)*(LX+0.012);
float de=cap(p,vec3(ax,Y0,0.),vec3(ax,Y0,ZL-0.012),0.0048);
vec3 er=p-vec3(ax,Y0,ZL); de=min(de,length(vec2(length(er.yz)-0.011,er.x))-0.0026);
de=min(de,ext(length(p.xy-vec2(ax,Y0))-0.016,p.z-0.004,0.004)-0.001);
if(de<r.x) r=vec2(de,3.);
for(int i=0;i<3;i++){
float b=length(p-uA[i].xyz)-(HH+CL+0.03);
if(b>r.x) continue;
vec2 s=sheet(local(p,i));
s.x*=0.8;
if(s.x<r.x) r=vec2(s.x,10.+float(i)*10.+s.y);
}
return r;
}
vec3 nor(vec3 p){ vec2 e=vec2(0.0004,-0.0004);
return normalize(e.xyy*map(p+e.xyy).x+e.yyx*map(p+e.yyx).x+e.yxy*map(p+e.yxy).x+e.xxx*map(p+e.xxx).x); }
float shadow(vec3 p){ float s=1.,t=0.003;
for(int i=0;i<40;i++){ float h=map(p+L*t).x; s=min(s,16.*h/t); t+=clamp(h,0.002,0.08); if(s<0.01||t>2.2) break; }
return clamp(s,0.,1.); }
float ao(vec3 p,vec3 n){ float a=0.,w=1.; for(int i=1;i<=4;i++){ float h=0.01*float(i)*float(i); a+=w*(h-map(p+n*h).x); w*=.6; } return clamp(1.-a*6.,0.,1.); }
// sun through a tall studio window with a mullion and a cross bar
float sun(vec3 p){
vec2 w=(p+L*((3.0-p.z)/L.z)).xy-vec2(-2.05,4.15);
float bl=0.05+0.02*length(w);
float m=smoothstep(bl,-bl,box2(w,vec2(1.25,1.0)));
vec2 g=abs(w-vec2(0.,0.25)); m*=smoothstep(0.02,0.02+bl,g.x)*smoothstep(0.018,0.018+bl,g.y);
float lv=fbm(w*2.2+vec2(uTime*0.04,sin(uTime*0.25)*0.05));
m*=mix(0.35,1.,smoothstep(0.32,0.58,lv+0.1*(w.y+0.4)));
return m;
}
vec3 env(vec3 d){
vec3 c=mix(vec3(0.36,0.31,0.26),vec3(0.78,0.75,0.7),smoothstep(-0.4,0.7,d.y));
c+=vec3(3.4,2.8,2.1)*pow(max(dot(d,L),0.),20.);
c+=vec3(1.1,1.05,1.0)*smoothstep(0.55,0.9,d.y)*smoothstep(0.2,-0.4,d.x)*0.6;
return c;
}
vec4 shade(vec2 uv){
vec3 fw=normalize(uTa-uRo), rt=normalize(cross(fw,vec3(0,1,0))), up=cross(rt,fw);
vec3 rd=normalize(fw*2.4+rt*uv.x+up*uv.y), ro=uRo;
float t=0.; vec2 h=vec2(0.);
if(rd.y<0.&&rd.z<0.) t=max(0.,min((ro.y-Y0-0.12)/(-rd.y),ro.z/(-rd.z))-0.05);
for(int i=0;i<130;i++){ h=map(ro+rd*t); if(h.x<0.00012*t||t>30.) break; t+=h.x; }
vec3 p=ro+rd*t, n=nor(p);
float id=h.y, sh=shadow(p+n*0.0012), sm=sun(p), oc=ao(p,n);
float dl=max(dot(n,L),0.);
vec3 sunC=vec3(1.0,0.84,0.64)*3.1;
vec3 amb=vec3(0.34,0.34,0.36)*(0.6+0.4*n.y)*oc;
vec3 bounce=vec3(0.36,0.28,0.2)*0.4*oc*max(0.5-0.5*n.y,0.);
amb*=0.85+0.3*smoothstep(1.6,-1.2,p.x-p.y*0.5);
vec3 alb=vec3(0.8); float spec=0.04, rough=0.85, metal=0.;
if(id<0.5){
float g=fbm(p.xy*7.)*0.6+fbm(p.xy*38.)*0.4;
vec2 e=vec2(0.004,0.); float gx=fbm((p.xy+e)*38.)-fbm((p.xy-e)*38.), gy=fbm((p.xy+e.yx)*38.)-fbm((p.xy-e.yx)*38.);
n=normalize(n+vec3(-gx,-gy,0.)*0.4); dl=max(dot(n,L),0.);
alb=vec3(0.82,0.78,0.71)*(0.92+0.12*g);
} else if(id<1.5){
float gr=fbm(vec2(p.x*2.2+fbm(p.xz*3.)*1.5,p.z*70.));
alb=mix(vec3(0.6,0.47,0.33),vec3(0.75,0.62,0.45),gr)*(0.94+0.08*fbm(p.xz*40.));
spec=0.22; rough=0.42;
} else if(id<2.5){
alb=vec3(0.86,0.83,0.76)*(0.85+0.2*vn(vec2(p.x*900.,0.))); rough=1.;
} else if(id<3.5){
alb=vec3(0.86,0.66,0.36); metal=1.; rough=0.3; spec=1.;
} else {
int si=int(floor((id-10.)/10.)); float part=id-10.-float(si)*10.;
vec3 q=local(p,si);
if(part<0.5){
float fib=fbm(q.xy*220.);
alb=vec3(0.93,0.92,0.89)*(0.97+0.04*fib); rough=0.6; spec=0.05;
if(q.z>0.){
vec2 a=vec2((q.x/(2.*HW)+0.5+float(si))/3.,(HH-q.y)/(2.*HH));
vec4 ink=texture(uAtlas,a);
alb=mix(alb,ink.rgb,ink.a);
rough=0.16+0.05*fib; spec=0.55;
}
alb*=mix(0.8,1.,smoothstep(0.05,0.5,abs(dot(n,normalize(vec3(0.,0.,1.))))+0.5));
} else {
bool blue=uB[si].w>0.5 && part<1.5;
alb= blue ? BLUE*0.9 : vec3(0.78,0.79,0.8);
metal= blue ? 0. : 1.; rough= blue ? 0.22 : 0.26; spec= blue ? 0.6 : 1.;
}
}
vec3 dif=alb*(sunC*dl*sh*sm+amb+bounce);
if(id>9.5){ float tr=max(dot(-n,L),0.)*sm*sh; dif+=alb*sunC*tr*0.16; }
vec3 r=reflect(rd,n), hv=normalize(L-rd);
float fr=0.04+0.96*pow(1.-max(dot(n,-rd),0.),5.);
float g=pow(max(dot(n,hv),0.),2./(rough*rough*rough+0.002));
if(metal>0.5) dif=alb*(env(r)*mix(0.3,1.,oc)+sunC*g*sh*sm*0.4*(1.-rough))+alb*amb*0.2;
else dif+=spec*(fr*env(r)*0.3*oc+sunC*g*sh*sm*0.05);
return vec4(dif,t);
}
void main(){
vec2 px=1./uRes.yy;
vec4 a=shade((gl_FragCoord.xy+vec2(0.25,-0.25)-0.5*uRes)/uRes.y);
vec4 b=shade((gl_FragCoord.xy+vec2(-0.25,0.25)-0.5*uRes)/uRes.y);
vec3 col=(a.rgb+b.rgb)*0.5;
col=(col*(2.51*col+0.03))/(col*(2.43*col+0.59)+0.14);
col=pow(clamp(col,0.,1.),vec3(1./2.2));
o=vec4(col,clamp(min(a.w,b.w)/8.,0.,1.));
}`;
const POST = `#version 300 es
precision highp float;
in vec2 vUv; out vec4 o;
uniform sampler2D uSrc; uniform vec2 uRes; uniform float uFocus, uTime;
float hash(vec2 p){ return fract(sin(dot(p,vec2(12.9898,78.233)))*43758.5453); }
void main(){
vec4 c0=texture(uSrc,vUv);
float z=c0.a*8.;
vec2 e=1./uRes; vec3 Lm=vec3(0.299,0.587,0.114);
float nw=dot(textureLod(uSrc,vUv+vec2(-e.x,-e.y),0.).rgb,Lm), ne=dot(textureLod(uSrc,vUv+vec2(e.x,-e.y),0.).rgb,Lm);
float sw=dot(textureLod(uSrc,vUv+vec2(-e.x,e.y),0.).rgb,Lm), se=dot(textureLod(uSrc,vUv+e,0.).rgb,Lm), lm=dot(c0.rgb,Lm);
float lo=min(lm,min(min(nw,ne),min(sw,se))), hi=max(lm,max(max(nw,ne),max(sw,se)));
vec2 dir=vec2(-((nw+ne)-(sw+se)),(nw+sw)-(ne+se));
float rcp=1./(min(abs(dir.x),abs(dir.y))+max((nw+ne+sw+se)*0.03125,0.0078));
dir=clamp(dir*rcp,-8.,8.)*e;
vec3 fa=0.5*(textureLod(uSrc,vUv+dir*(1./3.-0.5),0.).rgb+textureLod(uSrc,vUv+dir*(2./3.-0.5),0.).rgb);
vec3 fb=fa*0.5+0.25*(textureLod(uSrc,vUv-dir*0.5,0.).rgb+textureLod(uSrc,vUv+dir*0.5,0.).rgb);
float lb=dot(fb,Lm); c0.rgb=(lb<lo||lb>hi)?fa:fb;
float pxs=uRes.y/720.;
float coc=clamp(abs(z-uFocus)/max(z,0.1)*16.-0.6,0.,4.5)*pxs;
vec3 acc=c0.rgb; float ws=1.;
float j=hash(gl_FragCoord.xy)*6.283;
float lod=log2(max(coc/3.,1.));
for(int i=0;i<12;i++){
float fi=(float(i)+0.5)/12.; float an=float(i)*2.39996+j;
vec2 off=vec2(cos(an),sin(an))*sqrt(fi)*coc/uRes;
acc+=textureLod(uSrc,vUv+off,lod).rgb; ws+=1.;
}
vec3 col=acc/ws;
vec3 bl=textureLod(uSrc,vUv,4.).rgb*0.5+textureLod(uSrc,vUv,6.).rgb*0.5;
col+=bl*bl*0.04;
vec2 v=vUv-0.5; col*=1.-dot(v,v)*0.3;
col+=(hash(gl_FragCoord.xy+fract(uTime)*91.7)-0.5)*0.022*(1.-0.4*col);
o=vec4(col,1.);
}`;
/* ---------- the printed proofs ---------- */
function sea(g: CanvasRenderingContext2D, x: number, y: number, w: number, h: number, warm: number) {
const sky = g.createLinearGradient(0, y, 0, y + h);
sky.addColorStop(0, warm ? "#e9c9a0" : "#bcd0d6");
sky.addColorStop(0.42, warm ? "#f2dcc0" : "#dfe7e4");
sky.addColorStop(0.44, warm ? "#3d6a72" : "#4f7d86");
sky.addColorStop(1, warm ? "#1d3a40" : "#24464d");
g.fillStyle = sky;
g.fillRect(x, y, w, h);
g.save();
g.beginPath();
g.rect(x, y, w, h);
g.clip();
const sunX = x + w * 0.68;
const glow = g.createRadialGradient(sunX, y + h * 0.4, 2, sunX, y + h * 0.4, h * 0.5);
glow.addColorStop(0, "rgba(255,246,226,0.95)");
glow.addColorStop(1, "rgba(255,246,226,0)");
g.fillStyle = glow;
g.fillRect(x, y, w, h);
for (let k = 0; k < 26; k++) {
const yy = y + h * 0.46 + (k / 26) ** 1.6 * h * 0.54;
g.strokeStyle = `rgba(255,255,255,${0.12 + 0.18 * Math.random()})`;
g.lineWidth = 0.6 + k * 0.08;
g.beginPath();
for (let xx = x; xx <= x + w; xx += 6) {
const yv = yy + Math.sin(xx * (0.05 - k * 0.0012) + k * 1.7) * (0.6 + k * 0.12);
if (xx === x) g.moveTo(xx, yv);
else g.lineTo(xx, yv);
}
g.stroke();
}
// a surfer on the wave
g.fillStyle = "rgba(20,28,30,0.85)";
g.beginPath();
g.ellipse(x + w * 0.36, y + h * 0.66, w * 0.05, 2.2, -0.15, 0, Math.PI * 2);
g.fill();
g.fillRect(x + w * 0.355, y + h * 0.6, 3, h * 0.055);
g.beginPath();
g.arc(x + w * 0.358, y + h * 0.59, 3.2, 0, Math.PI * 2);
g.fill();
g.restore();
}
function paintProof(g: CanvasRenderingContext2D, i: number, x0: number) {
const B = 22; // white print border
const BB = 62; // deeper border at the foot for the proof label
const x = x0 + B, y = B, w = PW - 2 * B, h = PH - B - BB;
g.fillStyle = "#f7f6f2";
g.fillRect(x0, 0, PW, PH);
g.save();
g.beginPath();
g.rect(x, y, w, h);
g.clip();
g.textBaseline = "alphabetic";
if (i === 0) {
g.fillStyle = "#efe7da";
g.fillRect(x, y, w, h);
g.fillStyle = "#2b2620";
g.font = `italic 600 17px ${SERIF}`;
g.fillText("Tidewater", x + 22, y + 34);
g.font = `500 10px ${GROT}`;
["Lessons", "Tides", "Stay"].forEach((t, k) => g.fillText(t, x + w - 150 + k * 48, y + 32));
g.fillRect(x + 22, y + 48, w - 44, 1);
g.font = `500 37px ${SERIF}`;
["Read the water,", "then ride it."].forEach((t, k) => g.fillText(t, x + 22, y + 104 + k * 40));
g.font = `400 11.5px ${SERIF}`;
g.fillStyle = "#5b5248";
["Small groups, warm wetsuits and a coach", "who has surfed this bay since childhood."].forEach((t, k) =>
g.fillText(t, x + 22, y + 176 + k * 17),
);
g.strokeStyle = "#2b2620";
g.lineWidth = 1.4;
g.beginPath();
g.roundRect(x + 22, y + 208, 118, 32, 16);
g.stroke();
g.fillStyle = "#2b2620";
g.font = `600 11px ${GROT}`;
g.fillText("Book a lesson", x + 42, y + 228);
sea(g, x + 22, y + 262, w - 44, 206, 0);
g.font = `italic 400 11px ${SERIF}`;
g.fillStyle = "#5b5248";
["Morning", "Midday", "Evening"].forEach((t, k) => {
g.fillText(t, x + 22 + k * ((w - 44) / 3), y + 494);
g.fillRect(x + 22 + k * ((w - 44) / 3), y + 502, (w - 44) / 3 - 14, 1);
});
} else if (i === 1) {
g.fillStyle = "#101317";
g.fillRect(x, y, w, h);
sea(g, x, y + 250, w, h - 250, 1);
const fade = g.createLinearGradient(0, y + 250, 0, y + 330);
fade.addColorStop(0, "#101317");
fade.addColorStop(1, "rgba(16,19,23,0)");
g.fillStyle = fade;
g.fillRect(x, y + 250, w, 80);
g.fillStyle = "#f3f0ea";
g.font = `800 13px ${GROT}`;
g.fillText("TIDEWATER", x + 22, y + 34);
g.font = `600 10px ${GROT}`;
g.fillStyle = "rgba(243,240,234,0.7)";
["LESSONS", "TIDES", "STAY"].forEach((t, k) => g.fillText(t, x + w - 170 + k * 52, y + 33));
g.fillStyle = "#f3f0ea";
g.font = `900 62px ${GROT}`;
g.letterSpacing = "-3px";
["RIDE THE", "MORNING", "SWELL."].forEach((t, k) => g.fillText(t, x + 20, y + 112 + k * 56));
g.letterSpacing = "0px";
g.fillStyle = "#e9c27a";
g.beginPath();
g.roundRect(x + 22, y + h - 62, 128, 34, 17);
g.fill();
g.fillStyle = "#101317";
g.font = `800 11px ${GROT}`;
g.fillText("Book a lesson", x + 44, y + h - 41);
g.fillStyle = "#f3f0ea";
g.font = `600 10px ${GROT}`;
g.fillText("Boards and suits included", x + 166, y + h - 41);
} else {
g.fillStyle = "#f3ede3";
g.fillRect(x, y, w, h);
g.fillStyle = "#c2583a";
g.beginPath();
g.roundRect(x + 14, y + 14, w - 28, 300, 18);
g.fill();
g.fillStyle = "#fbefe6";
g.font = `800 15px ${GROT}`;
g.fillText("tidewater", x + 34, y + 46);
g.beginPath();
g.roundRect(x + w - 118, y + 28, 84, 26, 13);
g.fill();
g.fillStyle = "#c2583a";
g.font = `700 10px ${GROT}`;
g.fillText("Book now", x + w - 99, y + 45);
g.fillStyle = "#fbefe6";
g.font = `800 40px ${GROT}`;
g.letterSpacing = "-1.5px";
["Surf lessons", "for every tide"].forEach((t, k) => g.fillText(t, x + 34, y + 128 + k * 42));
g.letterSpacing = "0px";
g.font = `500 12px ${GROT}`;
g.fillText("Beginners welcome, boards waiting.", x + 34, y + 204);
sea(g, x + 34, y + 222, w - 68, 74, 1);
const cards: [string, string][] = [
["#6f7a46", "Beginners"],
["#d9a75a", "Improvers"],
["#2f6a6e", "Board hire"],
];
const cw = (w - 28 - 20) / 3;
cards.forEach(([c, t], k) => {
const cx = x + 14 + k * (cw + 10);
g.fillStyle = c;
g.beginPath();
g.roundRect(cx, y + 330, cw, 160, 14);
g.fill();
g.fillStyle = "#fbefe6";
g.font = `800 14px ${GROT}`;
g.fillText(t, cx + 14, y + 470);
g.beginPath();
g.arc(cx + cw - 22, y + 352, 9, 0, Math.PI * 2);
g.fill();
});
}
g.restore();
// proof label in the foot of the print
g.fillStyle = "#3a352f";
g.font = `600 13px ${MONO}`;
g.letterSpacing = "2px";
g.fillText(`PROOF ${proofs[i].key}`, x0 + B + 2, PH - 26);
g.textAlign = "right";
g.fillText(proofs[i].style.toUpperCase(), x0 + PW - B - 2, PH - 26);
g.textAlign = "left";
g.letterSpacing = "0px";
g.fillStyle = "rgba(58,53,47,0.35)";
g.fillRect(x0 + B, PH - 46, PW - 2 * B, 1);
}
function makeAtlas() {
const c = document.createElement("canvas");
c.width = PW * 3;
c.height = PH;
const g = c.getContext("2d")!;
for (let i = 0; i < 3; i++) paintProof(g, i, i * PW);
return c;
}
/* ---------- motion ---------- */
type P = { u: number; s: number; sv: number; land: number; lv: number; dip: number; dv: number; landed: boolean };
type V3 = [number, number, number];
const lineY = (x: number, dips: number[]) => {
let y = Y0 - SAG * (1 - (x / LX) ** 2);
dips.forEach((d, i) => {
const k = (x - (i - 1) * SP) / 0.24;
y -= d * Math.exp(-k * k);
});
return y;
};
const sstep = (a: number, b: number, x: number) => {
const t = Math.min(1, Math.max(0, (x - a) / (b - a)));
return t * t * (3 - 2 * t);
};
// world = Rz(roll) Ry(yaw) Rx(pitch) local
const toWorld = (v: V3, pitch: number, yaw: number, roll: number): V3 => {
let [x, y, z] = v;
let c = Math.cos(pitch), s = Math.sin(pitch);
[y, z] = [y * c - z * s, y * s + z * c];
c = Math.cos(yaw);
s = Math.sin(yaw);
[z, x] = [z * c - x * s, z * s + x * c];
c = Math.cos(roll);
s = Math.sin(roll);
[x, y] = [x * c - y * s, x * s + y * c];
return [x, y, z];
};
const PROBES: V3[] = [
[-HW, -HH, 0],
[HW, -HH, 0],
[-HW, HH, 0],
[HW, HH, 0],
[0, HH + 0.018, -0.0055],
[0, HH + 0.018, 0.0055],
[0.03, HH + 0.012, -0.006],
[-0.03, HH + 0.012, -0.006],
];
function pose(i: number, q: P, dips: number[], t: number) {
const R = HH + CLIP;
const px = (i - 1) * SP;
const py = lineY(px, dips);
const hang: V3 = [px + Math.sin(q.s) * R, py - Math.cos(q.s) * R, ZL];
const [rx, rz, ry] = REST[i];
const u = q.u;
const side = i === 0 ? 1 : -1;
const e = sstep(0, 1, u);
const x = hang[0] + (rx - hang[0]) * e + 0.06 * side * Math.sin(u * Math.PI);
const y = hang[1] + (TH + 0.0062 - hang[1]) * u * u;
const z = ZL + (rz - ZL) * e + 0.05 * Math.sin(u * Math.PI);
const flutter = Math.sin(u * Math.PI * 2.3) * u * (1 - u) * 4;
const pitch = -Math.PI / 2 * sstep(0.04, 0.9, u) + 0.32 * flutter + q.land;
const roll = q.s * (1 - sstep(0, 0.5, u)) + 0.2 * side * flutter;
const yaw = ry * sstep(0.2, 1, u) + 0.004 * Math.sin(t * 0.5 + i) * (1 - u);
const c: V3 = [x, y, z];
// never through the table or the wall
let lowY = 1e3, lowZ = 1e3;
for (const p of PROBES) {
const w = toWorld(p, pitch, yaw, roll);
lowY = Math.min(lowY, c[1] + w[1]);
lowZ = Math.min(lowZ, c[2] + w[2]);
}
if (lowY < 0.0008) c[1] += 0.0008 - lowY;
if (lowZ < 0.01) c[2] += 0.01 - lowZ;
return { c, pitch, yaw, roll };
}
function camera(aspect: number, t: number, phone: boolean) {
const ta: V3 = [0, phone ? 0.72 : 0.66, 0.3];
const halfW = phone ? 1.42 : 1.46;
const halfH = phone ? 0.9 : 0.86;
const D = Math.max((halfW * 2.4) / (0.5 * aspect), (halfH * 2.4) / 0.5);
const dir: V3 = [0.1 + 0.012 * Math.sin(t * 0.17), 0.78, 1];
const len = Math.hypot(...dir);
const ro = ta.map((v, k) => v + (dir[k] / len) * D) as V3;
return { ro, ta };
}
export default function ThreeProofsOnAStringLine() {
const reduce = useReducedMotion();
const [kept, setKept] = useState(START);
const [webgl, setWebgl] = useState(true);
const canvasRef = useRef<HTMLCanvasElement>(null);
const keptRef = useRef(START);
const userRef = useRef(false);
const pokeRef = useRef<() => void>(() => {});
const choose = (i: number) => {
userRef.current = true;
setKept(i);
};
useEffect(() => {
keptRef.current = kept;
pokeRef.current();
}, [kept]);
useEffect(() => {
if (reduce) return;
const id = window.setInterval(() => {
if (!userRef.current) setKept((k) => (k + 1) % 3);
}, DEMO_EVERY);
return () => window.clearInterval(id);
}, [reduce]);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const gl = canvas.getContext("webgl2", { antialias: false, alpha: false, powerPreference: "high-performance" });
if (!gl) {
setWebgl(false);
return;
}
const compile = (type: number, src: string) => {
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");
return s;
};
const link = (fs: string) => {
const p = gl.createProgram()!;
gl.attachShader(p, compile(gl.VERTEX_SHADER, VERT));
gl.attachShader(p, compile(gl.FRAGMENT_SHADER, fs));
gl.bindAttribLocation(p, 0, "a");
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(p) || "link");
return p;
};
let scene: WebGLProgram, post: WebGLProgram;
try {
scene = link(SCENE);
post = link(POST);
} catch (e) {
console.warn(e);
setWebgl(false);
return;
}
const U = (p: WebGLProgram, n: string) => gl.getUniformLocation(p, n);
const su = Object.fromEntries(["uRes", "uTime", "uRo", "uTa", "uA", "uB", "uDip", "uAtlas"].map((n) => [n, U(scene, n)]));
const pu = Object.fromEntries(["uSrc", "uRes", "uFocus", "uTime"].map((n) => [n, U(post, n)]));
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
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 atlas = gl.createTexture();
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, atlas);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, makeAtlas());
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_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);
const aniso = gl.getExtension("EXT_texture_filter_anisotropic");
if (aniso) gl.texParameterf(gl.TEXTURE_2D, aniso.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(8, gl.getParameter(aniso.MAX_TEXTURE_MAX_ANISOTROPY_EXT)));
const fbo = gl.createFramebuffer();
const fbTex = gl.createTexture();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, fbTex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_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);
const st: P[] = [0, 1, 2].map((i) => {
const on = i === keptRef.current;
return { u: on ? 1 : 0, s: 0.03 * Math.sin(i * 2.3), sv: 0, land: 0, lv: 0, dip: on ? 0 : DIP, dv: 0, landed: on };
});
let scale = 1;
let w = 2, h = 2, aspect = 16 / 9, phone = false;
let time = 0;
const resize = () => {
const r = canvas.getBoundingClientRect();
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const k = Math.min(dpr * scale, Math.sqrt(1.3e6 / Math.max(1, r.width * r.height)));
w = Math.max(2, Math.round(r.width * k));
h = Math.max(2, Math.round(r.height * k));
canvas.width = w;
canvas.height = h;
aspect = r.width / Math.max(1, r.height);
phone = r.width < 640;
gl.bindTexture(gl.TEXTURE_2D, fbTex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbTex, 0);
draw();
};
const A = new Float32Array(12);
const B = new Float32Array(12);
const draw = () => {
const cam = camera(aspect, time, phone);
const dips = st.map((q) => q.dip);
let focus = 0;
st.forEach((q, i) => {
const p = pose(i, q, dips, time);
A.set([p.c[0], p.c[1], p.c[2], p.pitch], i * 4);
B.set([p.roll, p.yaw, 0.009 * (1 - q.u) + 0.003, i === keptRef.current && q.u > 0.96 ? 1 : 0], i * 4);
if (i === keptRef.current) focus = Math.hypot(p.c[0] - cam.ro[0], p.c[1] - cam.ro[1], p.c[2] - cam.ro[2]);
});
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.viewport(0, 0, w, h);
gl.useProgram(scene);
gl.uniform2f(su.uRes, w, h);
gl.uniform1f(su.uTime, time);
gl.uniform3fv(su.uRo, cam.ro);
gl.uniform3fv(su.uTa, cam.ta);
gl.uniform4fv(su.uA, A);
gl.uniform4fv(su.uB, B);
gl.uniform3fv(su.uDip, dips);
gl.uniform1i(su.uAtlas, 1);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, w, h);
gl.useProgram(post);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, fbTex);
gl.generateMipmap(gl.TEXTURE_2D);
gl.uniform1i(pu.uSrc, 0);
gl.uniform2f(pu.uRes, w, h);
gl.uniform1f(pu.uFocus, focus);
gl.uniform1f(pu.uTime, time);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
const step = (dt: number) => {
st.forEach((q, i) => {
const want = keptRef.current === i;
const was = q.u;
q.u = want ? Math.min(1, q.u + dt / FALL) : Math.max(0, q.u - dt / RISE);
if (want && was === 0 && q.u > 0) {
// the line lets go: the other prints jump and sway
st.forEach((o, j) => {
if (j !== i) o.sv += (j < i ? -1 : 1) * 0.3;
});
}
if (want && q.u >= 1 && !q.landed) {
q.landed = true;
q.lv = 1.1; // the leading edge kicks up once as the print lands
}
if (!want) q.landed = false;
if (!want && was > 0 && q.u === 0) q.sv += 0.35 * (i === 0 ? -1 : 1); // rehung: it rocks on its clip
q.lv += (-260 * q.land - 9 * q.lv) * dt;
q.land += q.lv * dt;
if (q.land < 0) {
q.land = 0;
q.lv = Math.abs(q.lv) * 0.25;
}
const target = q.u < 0.02 ? DIP : 0;
q.dv += (-120 * (q.dip - target) - 4 * q.dv) * dt;
q.dip += q.dv * dt;
const breeze = 0.018 * Math.sin(time * 0.6 + i * 1.7) + 0.007 * Math.sin(time * 1.7 + i * 0.6);
q.sv += (-14 * (q.s - breeze) - 0.7 * q.sv - q.dv * 0.02) * dt;
q.s += q.sv * dt;
});
};
let raf = 0;
let visible = true;
let prev = performance.now();
let frames = 0, fpsT = prev, slow = 0;
const loop = (now: number) => {
raf = 0;
const dt = Math.min(0.05, (now - prev) / 1000);
prev = now;
time += dt;
const sub = Math.ceil(dt / (1 / 240));
for (let k = 0; k < sub; k++) step(dt / sub);
draw();
frames++;
if (now - fpsT > 1000) {
const fps = (frames * 1000) / (now - fpsT);
canvas.dataset.fps = fps.toFixed(1);
if (fps < 45 && scale > 0.55) {
if (++slow >= 2) {
scale = Math.max(0.55, scale - 0.15);
slow = 0;
resize();
}
} else slow = 0;
frames = 0;
fpsT = now;
}
if (visible) raf = requestAnimationFrame(loop);
};
const start = () => {
if (reduce || raf || !visible) return;
prev = performance.now();
raf = requestAnimationFrame(loop);
};
pokeRef.current = () => {
if (reduce) {
st.forEach((q, i) => {
const on = keptRef.current === i;
Object.assign(q, { u: on ? 1 : 0, dip: on ? 0 : DIP, dv: 0, land: 0, lv: 0, landed: on });
});
draw();
}
};
// press a hanging print in the picture to keep it
const pick = (ev: MouseEvent) => {
const r = canvas.getBoundingClientRect();
const ux = (ev.clientX - r.left - r.width / 2) / r.height;
const uy = -(ev.clientY - r.top - r.height / 2) / r.height;
const { ro, ta } = camera(aspect, time, phone);
const f = ta.map((v, k) => v - ro[k]);
const fl = Math.hypot(...f);
const fw = f.map((v) => v / fl);
const rl = Math.hypot(fw[2], fw[0]);
const rt = [-fw[2] / rl, 0, fw[0] / rl];
const up = [rt[1] * fw[2] - rt[2] * fw[1], rt[2] * fw[0] - rt[0] * fw[2], rt[0] * fw[1] - rt[1] * fw[0]];
const rd = [0, 1, 2].map((k) => fw[k] * 2.4 + rt[k] * ux + up[k] * uy);
const tt = (ZL - ro[2]) / rd[2];
const x = ro[0] + rd[0] * tt, y = ro[1] + rd[1] * tt;
const i = Math.round(x / SP) + 1;
if (i < 0 || i > 2 || Math.abs(x - (i - 1) * SP) > HW + 0.04) return -1;
if (y > Y0 + 0.02 || y < Y0 - 2 * HH - CLIP - 0.12 || st[i].u > 0.5) return -1;
return i;
};
const onClick = (e: MouseEvent) => {
const i = pick(e);
if (i >= 0) choose(i);
};
const onMove = (e: PointerEvent) => {
const i = pick(e);
canvas.style.cursor = i >= 0 ? "pointer" : "default";
if (i >= 0 && !reduce) st[i].sv += 0.02 * Math.sign(e.movementX || 0);
};
canvas.addEventListener("click", onClick);
canvas.addEventListener("pointermove", onMove);
const ro = new ResizeObserver(resize);
ro.observe(canvas);
resize();
const io = new IntersectionObserver(([en]) => {
visible = en.isIntersecting && !document.hidden;
if (visible) start();
});
io.observe(canvas);
const onVis = () => {
visible = !document.hidden;
if (visible) start();
};
document.addEventListener("visibilitychange", onVis);
start();
return () => {
cancelAnimationFrame(raf);
ro.disconnect();
io.disconnect();
document.removeEventListener("visibilitychange", onVis);
canvas.removeEventListener("click", onClick);
canvas.removeEventListener("pointermove", onMove);
pokeRef.current = () => {};
gl.deleteTexture(atlas);
gl.deleteTexture(fbTex);
gl.deleteFramebuffer(fbo);
gl.deleteBuffer(buf);
gl.deleteProgram(scene);
gl.deleteProgram(post);
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [reduce]);
return (
<section className="relative overflow-hidden bg-[#F6F4EF] text-[#0B0D12]" style={{ fontFamily: GROT }}>
<div className="mx-auto max-w-6xl px-4 py-10 sm:px-6 lg:py-14">
<div className="relative aspect-[1/1] w-full overflow-hidden rounded-[6px] bg-[#cdbfa9] shadow-[0_40px_80px_-40px_rgba(40,30,20,0.55)] sm:aspect-[16/9]">
{webgl ? (
<canvas ref={canvasRef} aria-hidden="true" className="absolute inset-0 h-full w-full" />
) : (
<StillStudio kept={kept} />
)}
</div>
<div className="mt-8 flex flex-col gap-6 lg:flex-row lg:items-end lg:justify-between">
<div>
<p className="text-[12px] font-semibold uppercase tracking-[0.2em] text-[#0B0D12]/60">{BUSINESS}, printed three ways</p>
<h2 className="mt-2 text-[44px] font-extrabold leading-[0.95] tracking-[-0.045em] sm:text-[64px]">
Try three. <span style={{ color: BLUE }}>Keep one.</span>
</h2>
</div>
<div role="group" aria-label="Choose the proof to keep" className="flex flex-wrap gap-2">
{proofs.map((p, i) => {
const on = kept === i;
return (
<button
key={p.key}
type="button"
aria-pressed={on}
title={p.line}
onClick={() => choose(i)}
className={`inline-flex min-h-[44px] items-center gap-2 rounded-full px-5 text-[15px] font-bold tracking-[-0.01em] transition-colors focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-[#4F98FB] focus-visible:ring-offset-2 focus-visible:ring-offset-[#F6F4EF] ${
on ? "bg-[#0B0D12] text-[#F6F4EF]" : "bg-[#e7e2d8] text-[#0B0D12] hover:bg-[#ddd6c9]"
}`}
>
<span
aria-hidden="true"
className="h-2.5 w-2.5 rounded-full transition-colors"
style={{ background: on ? BLUE : "rgba(11,13,18,0.25)" }}
/>
{on ? `Kept: ${p.style}` : p.style}
</button>
);
})}
</div>
</div>
<p className="sr-only" aria-live="polite">
{`${proofs[kept].style} is the kept proof. ${proofs[kept].line}`}
</p>
</div>
</section>
);
}
/** Without WebGL 2: the same studio as a still, with the real printed proofs. */
function StillStudio({ kept }: { kept: number }) {
const refs = useRef<(HTMLCanvasElement | null)[]>([]);
useEffect(() => {
refs.current.forEach((c, i) => {
if (!c) return;
const g = c.getContext("2d");
if (g) paintProof(g, i, 0);
});
}, []);
return (
<div className="absolute inset-0" style={{ background: "linear-gradient(180deg,#d8cfc1 0%,#cfc4b4 62%,#b89a76 62%,#a7865f 100%)" }}>
<div className="absolute left-[6%] right-[6%] top-[12%] h-px bg-[#efe9dc]" />
{proofs.map((p, i) => {
const on = i === kept;
const style = on
? { left: `${36 + (i - 1) * 6}%`, top: "60%", width: "26%", transform: "perspective(600px) rotateX(58deg) rotateZ(4deg)" }
: { left: `${11 + i * 28}%`, top: "13%", width: "21%", transform: `rotate(${(i - 1) * 1.5}deg)` };
return (
<div key={p.key} className="absolute" style={{ ...style, filter: "drop-shadow(14px 18px 10px rgba(50,35,20,0.35))" }}>
<div
className="mx-auto mb-[-6px] h-4 w-8 rounded-[3px]"
style={{ background: on ? BLUE : "linear-gradient(180deg,#e3e5e8,#9ea3a8)" }}
/>
<canvas ref={(el) => { refs.current[i] = el; }} width={PW} height={PH} className="block h-auto w-full" />
</div>
);
})}
</div>
);
}
Install with one command: npx shadcn@latest add https://we.inc/r/three-photographic-proof-sheets-of-one-homepage-on-a-sunlit-string-line-where-the-one-you-keep-unclips-and-drops-onto-the-table.json
No. It is one raw WebGL 2 fragment shader that ray marches the wall, table, line, clips and prints as signed distance shapes, plus a small post pass. There are no extra packages beyond React and framer-motion.
Each print has a single progress value. Its height follows a squared curve so it speeds up like something dropping, its tilt eases from hanging to flat with a decaying flutter on top, and a spring adds one small bounce of the leading edge on landing. The pose is pushed up if any corner or the clip would pass through the table.
Every hanging print adds a dip to the line under its clip. When one lets go its dip springs back towards zero with little damping, so the line bounces, and the two neighbours receive a sideways push that sets them swaying.
Yes. The prints are read from one canvas texture built by `makeAtlas`. Draw your images into each 480 by 640 cell, keeping a white border and the label strip at the foot so they still read as photographic prints.
The shader runs at no more than about 1.3 million pixels, drops its resolution if the frame rate stays under 45, and stops entirely when the section scrolls out of view or the tab is hidden.
Related: Three Ray Marched Board Models of One Homepage in Window Light Where the Design You Pick Trades Places with the One in Front on a Base That Lights Blue, Three Folded Design Proofs Dealt Like a Hand Where the Chosen One Unfolds into a Full Page, Folded Paper Tag FAQ Hung on Brass Hooks in Ray Marched Sunlight Where Each Tag Drops Open to Show Its Printed Answer.
More we.inc originals or all free UI components. Start for free to have a full site built around it.
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