Letterpress Card Testimonials in WebGL Pinned with Brass Pins to a Linen Board Where the Chosen Card Unpins and Lifts into Focus

Four thick cotton cards hang on a linen board, each held by a round brass pin and printed like letterpress stationery: a deep bitten initial inked in the colour of the painted edge, a ruled line, a name and a blind-pressed trade and town. Warm sun falls through a window with glazing bars and a little leaf shade, so every bite in the paper catches a highlight on one shoulder and a shadow on the other. Choosing a speaker pulls that card's pin out, lets the card peel off the board, swing round and float toward the camera on a spring, while the pin is pushed back into the empty spot. A second pass blurs the board by distance, so the lifted card is the only sharp thing in the frame and the quote, set large in normal page text on the left, reads cleanly over soft linen. On phones the board sits above the quote, and without WebGL a flat version of the same cards is drawn with CSS.

Code

import { useCallback, useEffect, useRef, useState } from "react";
import { useReducedMotion } from "framer-motion";

/** Example quotes from invented people. `edge` is the painted card edge, `ink` a darker shade for text on the page. */
const cards = [
  {
    quote: "The new site feels like our shop does: quiet, careful, and easy to find your way around.",
    name: "Marguerite Olande",
    trade: "Bookbinder",
    place: "Olande Bindery, Lyon",
    edge: "#b53c22",
    ink: "#8a2c19",
  },
  {
    quote: "We stopped explaining what we make over the phone. People arrive already knowing.",
    name: "Teodor Vass",
    trade: "Joiner",
    place: "Vass & Daughter, Ghent",
    edge: "#2a4775",
    ink: "#253f68",
  },
  {
    quote: "Booking a table used to take three emails. Now it takes a name and one tap.",
    name: "Ines Calloway",
    trade: "Tea room owner",
    place: "Calloway Rooms, Bath",
    edge: "#5c7b4c",
    ink: "#435a37",
  },
  {
    quote: "It finally looks like the work, and not like a template somebody else chose for us.",
    name: "Ravi Hale",
    trade: "Potter",
    place: "Hale Ceramics, Porto",
    edge: "#b7862b",
    ink: "#6f4f12",
  },
];

const HEADING = "Kind words, set in lead";
const KICKER = "Example quotes";
const HOLD_MS = 6800; // pause before the next card is taken down by itself
const LIFT_SPRING = 36; // stiffness of the lift
const LIFT_DAMP = 7.2; // lower = more overshoot as the card arrives
const PIN_SPEED = 3.4; // how fast the brass pin travels (units per second)
const MAX_PIXELS = 1_600_000;

/* ------------------------------------------------------------------ shaders */

const VERT = `#version 300 es
in vec2 aP; void main(){ gl_Position = vec4(aP,0.,1.); }`;

const SCENE = `#version 300 es
precision highp float;
uniform vec2 uRes; uniform float uTime;
uniform vec3 uRo, uTa; uniform float uFov;
uniform vec3 uC[4]; uniform mat3 uR[4]; uniform vec3 uPin[4]; uniform vec3 uEdge[4];
uniform float uFocus, uAper; uniform vec3 uL;
uniform sampler2D uAtlas; uniform vec2 uTexel;
out vec4 fragColor;

const vec3 HE = vec3(0.45, 0.63, 0.018);
const float PR = 0.036;
const float SL = 0.11;
const vec3 LINEN = vec3(0.40, 0.335, 0.25);
const vec3 PAPER = vec3(0.84, 0.785, 0.675);
const vec3 INKC = vec3(0.035, 0.032, 0.03);
const vec3 BRASS = vec3(0.98, 0.74, 0.38);
const vec3 SUN = vec3(1.0, 0.80, 0.58) * 3.1;

float hash(vec2 p){ p = fract(p*vec2(123.34, 456.21)); p += dot(p, p+45.32); return fract(p.x*p.y); }
float vnoise(vec2 p){ vec2 i=floor(p), f=fract(p); f=f*f*(3.-2.*f);
  return mix(mix(hash(i),hash(i+vec2(1,0)),f.x), mix(hash(i+vec2(0,1)),hash(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*vnoise(p); p=p*2.03+7.1; a*=.5; } return s; }

float sdBox(vec3 p, vec3 b){ vec3 q=abs(p)-b; return length(max(q,0.))+min(max(q.x,max(q.y,q.z)),0.); }
float sdPin(vec3 p, vec3 h){
  vec3 q = p-h; float s = length(q*vec3(1.,1.,1.18))-PR;
  float r = length(q.xy)-0.0055; float z = max(q.z, -(q.z+SL+PR));
  float sh = length(max(vec2(r,z),0.))+min(max(r,z),0.);
  return min(s, sh);
}
float map(vec3 p){
  float d = 1e5;
  for(int i=0;i<4;i++){ d = min(d, sdBox((p-uC[i])*uR[i], HE)); d = min(d, sdPin(p, uPin[i])); }
  return d;
}
float softShadow(vec3 ro, vec3 rd){
  float res=1., t=0.006;
  for(int i=0;i<40;i++){ float h=map(ro+rd*t); res=min(res, 6.5*h/t); t+=clamp(h, 0.005, 0.3); if(res<0.002||t>5.) break; }
  return clamp(res,0.,1.);
}
float calcAO(vec3 p, vec3 n){
  float occ=0., sca=1.;
  for(int i=0;i<5;i++){ float h=0.012+0.07*float(i); occ+=(h-map(p+n*h))*sca; sca*=0.72; }
  return clamp(1.-2.4*occ, 0., 1.);
}
/* sunlight that reaches a point through the window: soft frame, glazing bars and a little leaf shade */
float windowLight(vec3 p){
  vec2 q = p.xy - uL.xy/uL.z*p.z;
  vec2 w = q - vec2(-0.35, 0.35);
  float frame = smoothstep(3.3, 2.6, abs(w.x + 0.25*w.y)) * smoothstep(2.4, 1.8, abs(w.y));
  vec2 g = vec2(q.x + 0.30*q.y + 0.55, q.y - 0.05*q.x + 0.35);
  float bx = abs(fract(g.x/2.05)-0.5)*2.05, by = abs(fract(g.y/2.3)-0.5)*2.3;
  float bars = mix(0.22, 1., smoothstep(0.018, 0.06, bx) * smoothstep(0.014, 0.05, by));
  float leaf = fbm(q*1.7 + vec2(uTime*0.05, sin(uTime*0.4)*0.06));
  float shade = mix(1., 0.25 + 0.75*smoothstep(0.42, 0.62, leaf), smoothstep(-0.2, -2.2, q.x) * smoothstep(-0.6, 1.4, q.y) * 0.75);
  return frame * bars * shade;
}
vec3 env(vec3 r){
  vec3 c = mix(vec3(0.07,0.055,0.04), vec3(0.20,0.17,0.13), smoothstep(-0.4, 0.6, r.y));
  c += vec3(0.45,0.47,0.52) * smoothstep(0.2, 0.9, r.z) * 0.6;
  float s = dot(r, uL); c += SUN * 0.9 * smoothstep(0.93, 0.985, s);
  return c;
}
float ggx(vec3 n, vec3 v, vec3 l, float rough){
  vec3 h = normalize(v+l); float a = rough*rough; float nh = max(dot(n,h),0.);
  float d = a*a/(3.14159*pow(nh*nh*(a*a-1.)+1., 2.));
  return d * max(dot(n,l),0.) / (4.*max(dot(n,v),0.15)*max(dot(n,l),0.15)+1e-3) * max(dot(n,l),0.);
}
vec2 boxHit(vec3 o, vec3 d, vec3 b, out vec3 n){
  vec3 m = 1./d; vec3 k = abs(m)*b; vec3 t1 = -m*o - k; vec3 t2 = -m*o + k;
  float tN = max(max(t1.x,t1.y),t1.z); float tF = min(min(t2.x,t2.y),t2.z);
  if(tN>tF || tF<0.) return vec2(-1.);
  n = -sign(d)*step(t1.yzx,t1.xyz)*step(t1.zxy,t1.xyz);
  return vec2(tN, tF);
}
float sphHit(vec3 o, vec3 d, vec3 c, float r){
  vec3 oc=o-c; float b=dot(oc,d); float h=b*b-dot(oc,oc)+r*r; if(h<0.) return -1.; return -b-sqrt(h);
}
float cylHit(vec3 o, vec3 d, vec3 c, float r, float len){
  vec2 oc=o.xy-c.xy; float a=dot(d.xy,d.xy); float b=dot(oc,d.xy); float cc=dot(oc,oc)-r*r; float h=b*b-a*cc;
  if(h<0.||a<1e-6) return -1.; float t=(-b-sqrt(h))/a; float z=o.z+d.z*t; if(z>c.z||z<c.z-len) return -1.; return t;
}

void main(){
  vec2 px = (2.*gl_FragCoord.xy - uRes)/uRes.y;
  vec3 fw = normalize(uTa-uRo); vec3 rt = normalize(cross(fw, vec3(0,1,0))); vec3 up = cross(rt, fw);
  vec3 rd = normalize(fw + (px.x*rt + px.y*up)*uFov);
  vec3 ro = uRo;

  float tb = 1e9; int obj = -1; int id = 0; vec3 nl = vec3(0,0,1); vec3 lp = vec3(0);
  if(rd.z < 0.){ tb = -ro.z/rd.z; obj = 0; }
  for(int i=0;i<4;i++){
    vec3 n; vec3 o=(ro-uC[i])*uR[i]; vec3 d=rd*uR[i];
    vec2 h = boxHit(o, d, HE, n);
    if(h.x>0. && h.x<tb){ tb=h.x; obj=1; id=i; nl=n; lp=o+d*h.x; }
    float s = sphHit(ro*vec3(1,1,1.18), normalize(rd*vec3(1,1,1.18)), uPin[i]*vec3(1,1,1.18), PR);
    if(s>0.){ vec3 hp=(ro*vec3(1,1,1.18)+normalize(rd*vec3(1,1,1.18))*s)/vec3(1,1,1.18); float ts=length(hp-ro); if(ts<tb){ tb=ts; obj=2; id=i; } }
    float c = cylHit(ro, rd, uPin[i], 0.0055, SL+PR);
    if(c>0. && c<tb){ tb=c; obj=3; id=i; }
  }
  vec3 p = ro + rd*tb; vec3 v = -rd;
  vec3 n = vec3(0,0,1); vec3 alb = LINEN; float rough = 0.85; float f0 = 0.025; float metal = 0.; float cav = 1.;

  if(obj==0){
    float fp = tb*uFov*2./uRes.y;
    vec2 u = p.xy*175.;
    float sx = sign(sin(u.x*0.5)*sin(u.y*0.5));
    float fade = clamp(1. - fp*140., 0., 1.);
    vec2 e = vec2(0.35, 0.);
    #define WV(q) max(pow(abs(sin((q).y)),0.6)*(0.62+0.38*sx), pow(abs(sin((q).x)),0.6)*(0.62-0.38*sx))
    float h0 = WV(u); float hx = WV(u+e.xy); float hy = WV(u+e.yx);
    n = normalize(vec3(-(hx-h0)*0.55*fade, -(hy-h0)*0.55*fade, 1.));
    float slub = fbm(vec2(p.x*9., p.y*120.))*0.5 + fbm(vec2(p.x*130., p.y*8.))*0.5;
    alb = LINEN * (0.86 + 0.26*slub) * mix(1., 0.82 + 0.3*h0, fade);
    rough = 0.95;
  } else if(obj==1){
    vec3 nw = uR[id]*nl;
    if(nl.z > 0.5){
      vec2 uv = lp.xy/HE.xy*0.5+0.5;
      vec2 tc = vec2((float(id)+uv.x)/4., 1.-uv.y);
      vec4 t = texture(uAtlas, tc);
      vec2 du = vec2(uTexel.x*1.5, 0.), dv = vec2(0., uTexel.y*1.5);
      float hx = texture(uAtlas, tc+du).r - texture(uAtlas, tc-du).r;
      float hy = texture(uAtlas, tc-dv).r - texture(uAtlas, tc+dv).r;
      float ew = uTexel.x*1.5*2.*HE.x*2.*4.;
      float D = 0.0065;
      vec3 nn = normalize(vec3(D*hx/ew, D*hy/ew, 1.));
      vec2 ed = HE.xy - abs(lp.xy);
      float rim = 1. - smoothstep(0., 0.006, min(ed.x, ed.y));
      nn = normalize(nn + vec3(sign(lp.xy)*step(ed.yx, ed.xy)*rim*0.0, 0.) + vec3(sign(lp.x)*(1.-smoothstep(0.,0.006,ed.x)), sign(lp.y)*(1.-smoothstep(0.,0.006,ed.y)), 0.)*0.8);
      n = normalize(uR[id]*nn);
      float fib = fbm(lp.xy*vec2(260., 300.)); float fib2 = vnoise(lp.xy*vec2(900., 40.));
      alb = PAPER * (0.95 + 0.06*fib + 0.025*fib2);
      vec3 inkc = mix(INKC, uEdge[id]*0.5, t.b);
      float mott = 0.93 + 0.07*vnoise(lp.xy*900.) + 0.04*vnoise(lp.xy*90.);
      alb = mix(alb, inkc, clamp(t.g*mott*1.05, 0., 1.));
      rough = mix(0.62, 0.42, t.g); f0 = mix(0.03, 0.045, t.g);
      cav = 1. - 0.22*t.r;
    } else if(nl.z < -0.5){
      n = nw; alb = PAPER*0.92;
    } else {
      n = nw;
      float ln = fbm(lp.xy*vec2(140., 140.) + lp.z*400.);
      alb = uEdge[id] * (0.92 + 0.14*ln);
      rough = 0.7;
    }
  } else if(obj==2){
    vec3 q = p - uPin[id]; n = normalize(q*vec3(1.,1.,1.18*1.18));
    alb = BRASS; metal = 1.; rough = 0.22 + 0.08*vnoise(q.xy*300.);
  } else if(obj==3){
    vec3 q = p - uPin[id]; n = normalize(vec3(q.xy, 0.));
    alb = vec3(0.62,0.62,0.6); metal = 1.; rough = 0.3;
  }

  vec3 L = uL;
  float ndl = max(dot(n, L), 0.);
  float sh = ndl > 0. ? softShadow(p + n*0.004, L) : 0.;
  float wl = windowLight(p);
  float ao = calcAO(p + n*0.002, n) * cav;
  vec3 amb = mix(vec3(0.30,0.24,0.18), vec3(0.40,0.45,0.55), 0.5+0.5*n.y) * (0.42 + 0.3*n.z);
  vec3 col;
  if(metal > 0.5){
    vec3 r = reflect(rd, n);
    float fr = pow(1.-max(dot(n,v),0.), 5.);
    vec3 F = alb + (1.-alb)*fr;
    float rs = softShadow(p + n*0.004, r);
    col = env(r) * F * mix(0.35, 1., rs) * ao;
    col += SUN * F * ggx(n, v, L, rough) * sh * wl * 1.2;
    col += alb * 0.04 * amb;
  } else {
    vec3 diff = alb * (SUN * ndl * sh * wl + amb * ao);
    float spec = ggx(n, v, L, rough) * sh * wl;
    float fr = f0 + (1.-f0)*pow(1.-max(dot(n,v),0.), 5.);
    col = diff + SUN * spec * fr * 0.9;
  }
  // gentle room falloff away from the window
  if(obj==0) col *= mix(0.8, 1.0, smoothstep(-3.0, 0.5, p.y + 0.2*p.x));

  col *= 0.95;
  vec3 a = col*(2.51*col+0.03); vec3 b = col*(2.43*col+0.59)+0.14;
  col = clamp(a/b, 0., 1.);
  col = pow(col, vec3(1./2.2));

  float coc = clamp(uAper * abs(tb - uFocus) / tb, 0., 1.);
  fragColor = vec4(col, coc);
}`;

const POST = `#version 300 es
precision highp float;
uniform sampler2D uTex; uniform vec2 uRes; uniform float uMaxR; uniform float uTime;
out vec4 fragColor;
float hash(vec2 p){ p = fract(p*vec2(443.897, 441.423)); p += dot(p, p.yx+19.19); return fract((p.x+p.y)*p.x); }
void main(){
  vec2 uv = gl_FragCoord.xy/uRes;
  vec4 c = texture(uTex, uv);
  float cc = c.a; vec3 acc = c.rgb; float w = 1.;
  if(cc*uMaxR > 0.7){
    float jr = hash(gl_FragCoord.xy)*6.2831;
    for(int i=1;i<48;i++){
      float fi = float(i); float r = sqrt((fi - hash(gl_FragCoord.yx+fi)*0.5)/47.)*uMaxR; float a = fi*2.39996323 + jr;
      vec4 s = texture(uTex, uv + vec2(cos(a), sin(a))*r/uRes);
      float reach = min(s.a, cc)*uMaxR;
      float ww = clamp(reach - r + 1., 0., 1.);
      acc += s.rgb*ww; w += ww;
    }
  }
  vec3 col = acc/w;
  if(cc < 0.08){
    vec2 px = 1./uRes;
    vec3 n1 = texture(uTex, uv+vec2(px.x,0.)).rgb, n2 = texture(uTex, uv-vec2(px.x,0.)).rgb;
    vec3 n3 = texture(uTex, uv+vec2(0.,px.y)).rgb, n4 = texture(uTex, uv-vec2(0.,px.y)).rgb;
    vec3 lw = vec3(0.299,0.587,0.114);
    float lh = abs(dot(n1-n2, lw)), lv = abs(dot(n3-n4, lw));
    vec3 along = lh > lv ? (n3+n4)*0.5 : (n1+n2)*0.5;
    col = mix(col, along, clamp(max(lh,lv)*2.2, 0., 0.45));
  }
  vec2 q = uv - 0.5; col *= 1. - 0.32*dot(q*vec2(1.1,1.3), q*vec2(1.1,1.3));
  col += (hash(gl_FragCoord.xy + fract(uTime*7.)*91.) - 0.5) * 0.028;
  fragColor = vec4(col, 1.);
}`;

/* ------------------------------------------------------------------ helpers */

type V3 = [number, number, number];
const clamp = (x: number, a: number, b: number) => Math.min(b, Math.max(a, x));
const sub = (a: V3, b: V3): V3 => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
const dot = (a: V3, b: V3) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const norm = (a: V3): V3 => {
  const l = Math.hypot(a[0], a[1], a[2]) || 1;
  return [a[0] / l, a[1] / l, a[2] / l];
};
const cross = (a: V3, b: V3): V3 => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
const mix = (a: number, b: number, t: number) => a + (b - a) * t;
const ease = (t: number) => {
  const x = clamp(t, 0, 1);
  return x * x * (3 - 2 * x);
};
const toLin = (hex: string): V3 => {
  const n = parseInt(hex.slice(1), 16);
  return [(n >> 16) & 255, (n >> 8) & 255, n & 255].map((c) => Math.pow(c / 255, 2.2)) as V3;
};

/** Rotation Rz(roll) * Ry(yaw) * Rx(pitch), returned column-major for a GLSL mat3. */
function rotation(pitch: number, yaw: number, roll: number) {
  const [cx, sx, cy, sy, cz, sz] = [Math.cos(pitch), Math.sin(pitch), Math.cos(yaw), Math.sin(yaw), Math.cos(roll), Math.sin(roll)];
  const m = [
    [cz * cy, cz * sy * sx - sz * cx, cz * sy * cx + sz * sx],
    [sz * cy, sz * sy * sx + cz * cx, sz * sy * cx - cz * sx],
    [-sy, cy * sx, cy * cx],
  ];
  return { m, col: [m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]] };
}
const apply = (m: number[][], v: V3): V3 => [
  m[0][0] * v[0] + m[0][1] * v[1] + m[0][2] * v[2],
  m[1][0] * v[0] + m[1][1] * v[1] + m[1][2] * v[2],
  m[2][0] * v[0] + m[2][1] * v[1] + m[2][2] * v[2],
];

const HE: V3 = [0.45, 0.63, 0.018];
const PIN_DROP = 0.085; // pin sits this far below the top edge of a card
const PR = 0.036;
const SLOTS: { x: number; y: number; tilt: number }[] = [
  { x: 0.98, y: 0.76, tilt: 0.045 },
  { x: 2.2, y: 0.82, tilt: -0.03 },
  { x: 1.04, y: -0.82, tilt: -0.02 },
  { x: 2.24, y: -0.76, tilt: 0.05 },
];

const TW = 768;
const TH = 1075;

/** Draws every card face into one atlas: red = depth of the bite, green = ink, blue = ink is the edge colour. */
function buildAtlas() {
  const atlas = document.createElement("canvas");
  atlas.width = TW * cards.length;
  atlas.height = TH;
  const out = atlas.getContext("2d")!;
  const img = out.createImageData(atlas.width, TH);
  const layer = () => {
    const c = document.createElement("canvas");
    c.width = TW;
    c.height = TH;
    return [c, c.getContext("2d")!] as const;
  };
  const serif = 'Georgia, "Times New Roman", serif';
  const sans = '"Inter Tight", "Inter", "Helvetica Neue", Arial, sans-serif';
  cards.forEach((card, i) => {
    const [dc, d] = layer();
    const [ic, ink] = layer();
    const [ec, edge] = layer();
    for (const g of [d, ink, edge]) {
      g.fillStyle = "#000";
      g.fillRect(0, 0, TW, TH);
      g.fillStyle = "#fff";
      g.textBaseline = "alphabetic";
    }
    const both = (fn: (g: CanvasRenderingContext2D) => void, target: CanvasRenderingContext2D | null) => {
      fn(d);
      if (target) fn(target);
    };
    const spaced = (g: CanvasRenderingContext2D, px: string) => {
      (g as CanvasRenderingContext2D & { letterSpacing?: string }).letterSpacing = px;
    };
    // number, top left, blind
    both((g) => {
      g.font = `600 30px ${sans}`;
      spaced(g, "6px");
      g.textAlign = "left";
      g.fillText(`NO. 0${i + 1}`, 70, 110);
      g.textAlign = "right";
      g.fillText("EXAMPLE", TW - 70, 110);
      spaced(g, "0px");
    }, null);
    // the large initial, inked in the edge colour
    both((g) => {
      g.font = `700 560px ${serif}`;
      g.textAlign = "center";
      g.fillText(card.name[0], TW / 2, 640);
    }, edge);
    both((g) => {
      g.font = `700 560px ${serif}`;
      g.textAlign = "center";
      g.fillText(card.name[0], TW / 2, 640);
    }, ink);
    // rule
    both((g) => g.fillRect(70, 720, TW - 140, 4), ink);
    // name, inked dark
    both((g) => {
      g.font = `400 64px ${serif}`;
      g.textAlign = "left";
      g.fillText(card.name, 70, 820);
    }, ink);
    // trade and place, blind
    both((g) => {
      g.font = `600 27px ${sans}`;
      spaced(g, "5px");
      g.textAlign = "left";
      g.fillText(card.trade.toUpperCase(), 70, 896);
      g.fillText(card.place.toUpperCase(), 70, 944);
      spaced(g, "0px");
    }, null);
    const [bc, b] = layer();
    b.filter = "blur(2.8px)";
    b.drawImage(dc, 0, 0);
    const D = b.getImageData(0, 0, TW, TH).data;
    const I = ink.getImageData(0, 0, TW, TH).data;
    const E = edge.getImageData(0, 0, TW, TH).data;
    void bc;
    void ic;
    void ec;
    for (let y = 0; y < TH; y++) {
      for (let x = 0; x < TW; x++) {
        const s = (y * TW + x) * 4;
        const o = (y * atlas.width + i * TW + x) * 4;
        img.data[o] = D[s];
        img.data[o + 1] = I[s];
        img.data[o + 2] = E[s];
        img.data[o + 3] = 255;
      }
    }
  });
  out.putImageData(img, 0, 0);
  return atlas;
}

/* ------------------------------------------------------------------ component */

export default function LetterpressCardTestimonials() {
  const reduce = useReducedMotion();
  const [active, setActive] = useState(0);
  const [glOk, setGlOk] = useState(true);
  const [paused, setPaused] = useState(false);
  const wrapRef = useRef<HTMLDivElement>(null);
  const stageRef = useRef<HTMLDivElement>(null);
  const canvasRef = useRef<HTMLCanvasElement>(null);
  const activeRef = useRef(0);
  const kick = useRef<() => void>(() => {});

  const go = useCallback((i: number) => {
    const n = ((i % cards.length) + cards.length) % cards.length;
    activeRef.current = n;
    setActive(n);
    kick.current();
  }, []);

  useEffect(() => {
    if (paused) return;
    const t = window.setTimeout(() => go(activeRef.current + 1), HOLD_MS);
    return () => window.clearTimeout(t);
  }, [active, paused, go]);

  useEffect(() => {
    const stage = stageRef.current;
    const canvas = canvasRef.current;
    if (!stage || !canvas) return;
    const gl = canvas.getContext("webgl2", { antialias: false, alpha: false, powerPreference: "high-performance" });
    if (!gl) {
      setGlOk(false);
      return;
    }
    const compile = (type: number, src: string) => {
      const sh = gl.createShader(type)!;
      gl.shaderSource(sh, src);
      gl.compileShader(sh);
      if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(sh) || "shader");
      return sh;
    };
    const program = (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, "aP");
      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 = program(SCENE);
      post = program(POST);
    } catch (err) {
      console.warn(err);
      setGlOk(false);
      return;
    }
    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 atlasTex = gl.createTexture();
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, atlasTex);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, buildAtlas());
    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, 8);

    const fbTex = gl.createTexture();
    const fb = gl.createFramebuffer();
    let W = 1,
      H = 1,
      scale = 1;
    const resize = () => {
      const r = stage.getBoundingClientRect();
      const dpr = Math.min(window.devicePixelRatio || 1, 1.5) * scale;
      let w = Math.max(2, Math.round(r.width * dpr));
      let h = Math.max(2, Math.round(r.height * dpr));
      const k = Math.sqrt(MAX_PIXELS / (w * h));
      if (k < 1) {
        w = Math.round(w * k);
        h = Math.round(h * k);
      }
      W = w;
      H = h;
      canvas.width = w;
      canvas.height = h;
      gl.activeTexture(gl.TEXTURE1);
      gl.bindTexture(gl.TEXTURE_2D, fbTex);
      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.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, fb);
      gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fbTex, 0);
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);
      dirty = true;
    };

    const U = (p: WebGLProgram, n: string) => gl.getUniformLocation(p, n);
    const su = {
      res: U(scene, "uRes"),
      time: U(scene, "uTime"),
      ro: U(scene, "uRo"),
      ta: U(scene, "uTa"),
      fov: U(scene, "uFov"),
      c: U(scene, "uC"),
      r: U(scene, "uR"),
      pin: U(scene, "uPin"),
      edge: U(scene, "uEdge"),
      focus: U(scene, "uFocus"),
      aper: U(scene, "uAper"),
      l: U(scene, "uL"),
      atlas: U(scene, "uAtlas"),
      texel: U(scene, "uTexel"),
    };
    const pu = { tex: U(post, "uTex"), res: U(post, "uRes"), maxR: U(post, "uMaxR"), time: U(post, "uTime") };
    const edges = new Float32Array(cards.flatMap((c) => toLin(c.edge)));
    const sun = norm([-0.3, 0.36, 0.88]);
    const FOV = 0.33;

    // per card: lift l (spring), its velocity, pin travel p (0 in card, 1 held out, 2 pushed into the board)
    const st = cards.map((_, i) => ({ l: i === activeRef.current ? 1 : 0, v: 0, p: i === activeRef.current ? 2 : 0 }));
    let dirty = true;
    let visible = true;
    let raf = 0;
    let last = performance.now();
    const t0 = last;
    let px = 0,
      py = 0,
      spx = 0,
      spy = 0;
    let slow = 0,
      frames = 0,
      fpsT = last;

    const layout = () => {
      const r = stage.getBoundingClientRect();
      const phone = r.width < 640;
      const aspect = r.width / Math.max(1, r.height);
      if (phone) {
        const d = Math.max(6.2, 1.62 / (FOV * aspect));
        return { ro: [1.62, -0.02, d] as V3, ta: [1.62, -0.02, 0] as V3, lift: [1.62, 0.02, 2.05] as V3 };
      }
      // keep the whole cluster in the right half however wide the section is
      const d = Math.max(5.75, 2.7 / (0.54 * 2 * FOV * aspect));
      const cx = Math.max(0.42, 3.15 - d * FOV * aspect);
      return { ro: [cx - 0.08, 0.06, d] as V3, ta: [cx, 0.0, 0] as V3, lift: [1.62, 0.04, 2.1] as V3 };
    };

    const boardPose = (i: number) => {
      const s = SLOTS[i];
      const R = rotation(-0.035, 0, s.tilt);
      const pinPt: V3 = [s.x, s.y + HE[1] - PIN_DROP, 0];
      const off = apply(R.m, [0, -(HE[1] - PIN_DROP), 0]);
      const c: V3 = [pinPt[0] + off[0], pinPt[1] + off[1], off[2] + HE[2] + 0.0015];
      return { c, pinPt, ang: [-0.035, 0, s.tilt] as V3 };
    };

    const draw = (now: number) => {
      const t = (now - t0) / 1000;
      const L = layout();
      spx += (px - spx) * 0.06;
      spy += (py - spy) * 0.06;
      const ro: V3 = [L.ro[0] + spx * 0.16 + Math.sin(t * 0.21) * 0.04, L.ro[1] - spy * 0.1 + Math.sin(t * 0.17) * 0.03, L.ro[2]];
      const C: number[] = [];
      const Rm: number[] = [];
      const P: number[] = [];
      let focusL = 0;
      let focusD = Math.hypot(ro[0] - L.ta[0], ro[1] - L.ta[1], ro[2]);
      st.forEach((s, i) => {
        const b = boardPose(i);
        const k = clamp(s.l, -0.2, 1.2);
        const e = ease(k) + (k > 1 ? (k - 1) : 0);
        const to = norm(sub(ro, L.lift));
        const yawL = Math.atan2(to[0], to[2]) + 0.26 + Math.sin(t * 0.5) * 0.07 + spx * 0.12;
        const pitchL = -Math.asin(to[1]) + Math.sin(t * 0.7) * 0.035 - spy * 0.08;
        const rollL = Math.sin(t * 0.43) * 0.03 - 0.025;
        const arc = Math.sin(Math.PI * clamp(k, 0, 1));
        const ang: V3 = [mix(b.ang[0], pitchL, e) - 0.35 * arc, mix(b.ang[1], yawL, e) + 0.42 * arc, mix(b.ang[2], rollL, e)];
        const lift: V3 = [L.lift[0], L.lift[1] + Math.sin(t * 0.9) * 0.02 * e, L.lift[2]];
        const c: V3 = [mix(b.c[0], lift[0], e), mix(b.c[1], lift[1], e) + 0.12 * arc, mix(b.c[2], lift[2], e) + 0.35 * arc];
        const R = rotation(ang[0], ang[1], ang[2]);
        C.push(...c);
        Rm.push(...R.col);
        const zCard = 2 * HE[2] + 0.002 + PR * 0.72;
        const zHold = 0.22;
        const zBoard = PR * 0.72 + 0.004;
        const z = s.p <= 1 ? mix(zCard, zHold, ease(s.p)) : mix(zHold, zBoard, ease(s.p - 1));
        P.push(b.pinPt[0], b.pinPt[1], z);
        if (e > focusL) {
          focusL = e;
        }
        if (i === activeRef.current) focusD = mix(focusD, Math.hypot(ro[0] - c[0], ro[1] - c[1], ro[2] - c[2]), clamp(e, 0, 1));
      });

      gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
      gl.viewport(0, 0, W, H);
      gl.useProgram(scene);
      gl.uniform2f(su.res, W, H);
      gl.uniform1f(su.time, t);
      gl.uniform3fv(su.ro, ro);
      gl.uniform3fv(su.ta, L.ta);
      gl.uniform1f(su.fov, FOV);
      gl.uniform3fv(su.c, C);
      gl.uniformMatrix3fv(su.r, false, Rm);
      gl.uniform3fv(su.pin, P);
      gl.uniform3fv(su.edge, edges);
      gl.uniform1f(su.focus, focusD);
      gl.uniform1f(su.aper, 1.15 * clamp(focusL, 0, 1));
      gl.uniform3fv(su.l, sun);
      gl.uniform1i(su.atlas, 0);
      gl.uniform2f(su.texel, 1 / (TW * cards.length), 1 / TH);
      gl.drawArrays(gl.TRIANGLES, 0, 3);

      gl.bindFramebuffer(gl.FRAMEBUFFER, null);
      gl.useProgram(post);
      gl.uniform1i(pu.tex, 1);
      gl.uniform2f(pu.res, W, H);
      gl.uniform1f(pu.maxR, (H / 720) * 15);
      gl.uniform1f(pu.time, t);
      gl.drawArrays(gl.TRIANGLES, 0, 3);
    };

    const step = (dt: number) => {
      let moving = false;
      st.forEach((s, i) => {
        const sel = i === activeRef.current;
        let lT: number, pT: number;
        if (sel) {
          pT = s.l > 0.45 ? 2 : 1;
          lT = s.p >= 0.98 ? 1 : 0;
        } else {
          pT = s.p > 1.01 ? 1 : s.l < 0.04 ? 0 : 1;
          lT = s.p <= 1.02 ? 0 : 1;
        }
        if (reduce) {
          s.l = sel ? 1 : 0;
          s.v = 0;
          s.p = sel ? 2 : 0;
          return;
        }
        const dp = pT - s.p;
        s.p += Math.sign(dp) * Math.min(Math.abs(dp), PIN_SPEED * dt);
        s.v += (LIFT_SPRING * (lT - s.l) - LIFT_DAMP * s.v) * dt;
        s.l += s.v * dt;
        if (Math.abs(dp) > 1e-3 || Math.abs(lT - s.l) > 1e-3 || Math.abs(s.v) > 1e-3) moving = true;
      });
      return moving;
    };

    const tick = (now: number) => {
      const dt = Math.min(0.05, (now - last) / 1000);
      last = now;
      step(dt);
      if (reduce && !dirty) {
        raf = 0;
        return;
      }
      draw(reduce ? t0 : now);
      dirty = false;
      frames++;
      if (dt > 0.024) slow++;
      else slow = Math.max(0, slow - 1);
      if (slow > 40 && scale > 0.55) {
        scale *= 0.85;
        slow = 0;
        resize();
      }
      if (now - fpsT > 1000) {
        canvas.dataset.fps = String(Math.round((frames * 1000) / (now - fpsT)));
        frames = 0;
        fpsT = now;
      }
      if (visible) raf = requestAnimationFrame(tick);
      else raf = 0;
    };
    const start = () => {
      if (!raf && visible) {
        last = performance.now();
        raf = requestAnimationFrame(tick);
      }
    };
    kick.current = () => {
      dirty = true;
      start();
    };

    const ro = new ResizeObserver(() => {
      resize();
      start();
    });
    ro.observe(stage);
    const io = new IntersectionObserver(([e]) => {
      visible = e.isIntersecting && !document.hidden;
      start();
    });
    io.observe(stage);
    const vis = () => {
      visible = !document.hidden;
      start();
    };
    document.addEventListener("visibilitychange", vis);
    const move = (e: PointerEvent) => {
      const r = stage.getBoundingClientRect();
      px = clamp(((e.clientX - r.left) / r.width) * 2 - 1, -1, 1);
      py = clamp(((e.clientY - r.top) / r.height) * 2 - 1, -1, 1);
    };
    const leave = () => {
      px = 0;
      py = 0;
    };
    const click = (e: MouseEvent) => {
      const r = stage.getBoundingClientRect();
      const L = layout();
      const fw = norm(sub(L.ta, L.ro));
      const rt = norm(cross(fw, [0, 1, 0]));
      const up = cross(rt, fw);
      let best = -1,
        bd = 1e9;
      SLOTS.forEach((s, i) => {
        if (i === activeRef.current) return;
        const d = sub([s.x, s.y, 0], L.ro);
        const z = dot(d, fw);
        const sx = r.width / 2 + (dot(d, rt) / (z * FOV)) * (r.height / 2);
        const sy = r.height / 2 - (dot(d, up) / (z * FOV)) * (r.height / 2);
        const dd = Math.hypot(sx - (e.clientX - r.left), sy - (e.clientY - r.top));
        if (dd < bd) {
          bd = dd;
          best = i;
        }
      });
      if (best >= 0 && bd < r.height * 0.22) go(best);
    };
    stage.addEventListener("pointermove", move);
    stage.addEventListener("pointerleave", leave);
    stage.addEventListener("click", click);
    resize();
    start();

    return () => {
      cancelAnimationFrame(raf);
      ro.disconnect();
      io.disconnect();
      document.removeEventListener("visibilitychange", vis);
      stage.removeEventListener("pointermove", move);
      stage.removeEventListener("pointerleave", leave);
      stage.removeEventListener("click", click);
      kick.current = () => {};
      gl.deleteTexture(atlasTex);
      gl.deleteTexture(fbTex);
      gl.deleteFramebuffer(fb);
      gl.deleteBuffer(buf);
      gl.deleteProgram(scene);
      gl.deleteProgram(post);
    };
  }, [reduce, go]);

  const card = cards[active];
  const onKey = (e: React.KeyboardEvent) => {
    if (e.key === "ArrowRight") {
      e.preventDefault();
      go(active + 1);
    } else if (e.key === "ArrowLeft") {
      e.preventDefault();
      go(active - 1);
    }
  };

  return (
    <section
      ref={wrapRef}
      aria-roledescription="carousel"
      aria-label="Example quotes on letterpress cards"
      onKeyDown={onKey}
      onPointerEnter={() => setPaused(true)}
      onPointerLeave={() => setPaused(false)}
      onFocus={() => setPaused(true)}
      onBlur={() => setPaused(false)}
      className="relative w-full overflow-hidden bg-[#a8987f] text-[#2a2119]"
    >
      <style>{`
        @keyframes lpq-in { from { opacity: 0; transform: translateY(14px); filter: blur(6px); } to { opacity: 1; transform: none; filter: blur(0); } }
        .lpq-in { animation: lpq-in 900ms cubic-bezier(.2,.8,.2,1) 420ms both; }
        @media (prefers-reduced-motion: reduce) { .lpq-in { animation: none; } }
      `}</style>
      <div className="relative flex flex-col sm:block sm:h-[720px]">
        <div ref={stageRef} className="relative order-1 h-[440px] w-full cursor-pointer sm:absolute sm:inset-0 sm:h-full" aria-hidden="true">
          {glOk ? (
            <canvas ref={canvasRef} className="absolute inset-0 h-full w-full" />
          ) : (
            <StillBoard active={active} />
          )}
        </div>

        <div className="relative order-2 bg-[#b9a88d] px-5 pb-10 pt-8 sm:absolute sm:inset-y-0 sm:left-0 sm:flex sm:w-[46%] sm:flex-col sm:justify-center sm:bg-transparent sm:pl-[6%] sm:pr-0 sm:pt-0">
          <h2 className="font-['Inter_Tight','Inter',ui-sans-serif,system-ui] text-[13px] font-semibold uppercase tracking-[0.22em] text-[#3a2e22]">
            {HEADING}
            <span className="ml-3 font-medium normal-case tracking-[0.04em] text-[#4a3c2e]">{KICKER}</span>
          </h2>
          <div aria-live="polite" className="mt-6 sm:mt-8">
            <figure key={active} className="lpq-in">
              <blockquote className="font-['Iowan_Old_Style','Palatino_Linotype',Palatino,'Book_Antiqua',Georgia,serif] text-[31px] leading-[1.12] tracking-[-0.012em] text-[#231b14] sm:text-[44px] lg:text-[52px]">
                <span aria-hidden="true" className="mr-1" style={{ color: card.ink }}>
                  &ldquo;
                </span>
                {card.quote}&rdquo;
              </blockquote>
              <figcaption className="mt-7 flex items-center gap-3 font-['Inter_Tight','Inter',ui-sans-serif,system-ui]">
                <span aria-hidden="true" className="h-[3px] w-8 rounded-full" style={{ background: card.ink }} />
                <span className="text-[17px] font-semibold tracking-[-0.01em] text-[#231b14]">{card.name}</span>
                <span className="text-[15px] text-[#3f3226]">
                  {card.trade}, {card.place}
                </span>
              </figcaption>
            </figure>
          </div>
          <div className="mt-9 flex flex-wrap items-center gap-2 font-['Inter_Tight','Inter',ui-sans-serif,system-ui]">
            <button
              type="button"
              onClick={() => go(active - 1)}
              aria-label="Previous card"
              className="grid h-11 w-11 place-items-center rounded-full border border-[#2a2119]/30 bg-[#efe6d6]/70 text-[#2a2119] transition hover:bg-[#f6efe3] focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-[#2a2119]"
            >
              <svg width="18" height="18" viewBox="0 0 20 20" aria-hidden="true">
                <path d="M12.5 4.5 7 10l5.5 5.5" fill="none" stroke="currentColor" strokeWidth="1.8" strokeLinecap="round" strokeLinejoin="round" />
              </svg>
            </button>
            <button
              type="button"
              onClick={() => go(active + 1)}
              aria-label="Next card"
              className="grid h-11 w-11 place-items-center rounded-full border border-[#2a2119]/30 bg-[#efe6d6]/70 text-[#2a2119] transition hover:bg-[#f6efe3] focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-[#2a2119]"
            >
              <svg width="18" height="18" viewBox="0 0 20 20" aria-hidden="true">
                <path d="M7.5 4.5 13 10l-5.5 5.5" fill="none" stroke="currentColor" strokeWidth="1.8" strokeLinecap="round" strokeLinejoin="round" />
              </svg>
            </button>
            <ul className="ml-1 flex flex-wrap gap-1.5" aria-label="Choose a card">
              {cards.map((c, i) => (
                <li key={c.name}>
                  <button
                    type="button"
                    onClick={() => go(i)}
                    aria-pressed={i === active}
                    aria-label={`Card ${i + 1}: ${c.name}`}
                    className={`flex h-11 items-center gap-2 rounded-full px-3 text-[13px] font-medium transition focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-[#2a2119] ${
                      i === active ? "bg-[#2a2119] text-[#f4ecdf]" : "text-[#2a2119] hover:bg-[#efe6d6]/60"
                    }`}
                  >
                    <span aria-hidden="true" className="h-2.5 w-2.5 rounded-[2px]" style={{ background: c.edge }} />
                    {c.name.split(" ")[0]}
                  </button>
                </li>
              ))}
            </ul>
          </div>
        </div>
      </div>
    </section>
  );
}

/** Flat composition shown when WebGL is not available. */
function StillBoard({ active }: { active: number }) {
  return (
    <div
      className="absolute inset-0"
      style={{
        backgroundColor: "#a8987f",
        backgroundImage:
          "radial-gradient(120% 90% at 22% 18%, rgba(255,226,180,0.55), rgba(255,226,180,0) 60%), repeating-linear-gradient(0deg, rgba(60,45,30,0.07) 0 1px, transparent 1px 3px), repeating-linear-gradient(90deg, rgba(60,45,30,0.06) 0 1px, transparent 1px 3px)",
      }}
    >
      <div className="absolute inset-y-0 right-[4%] grid w-[52%] grid-cols-2 place-items-center gap-6 p-8 max-sm:inset-x-0 max-sm:w-full">
        {cards.map((c, i) => (
          <div
            key={c.name}
            className="relative aspect-[5/7] w-[min(170px,38vw)] bg-[#efe8da] p-3 shadow-[0_1px_0_rgba(0,0,0,0.15),6px_10px_18px_rgba(40,25,10,0.28)]"
            style={{ borderRight: `3px solid ${c.edge}`, borderBottom: `3px solid ${c.edge}`, opacity: i === active ? 1 : 0.88, transform: `rotate(${SLOTS[i].tilt * 57}deg)` }}
          >
            <span className="absolute left-1/2 top-2 h-4 w-4 -translate-x-1/2 rounded-full bg-[radial-gradient(circle_at_35%_30%,#fff3c8,#c9962e_45%,#6d4a12)] shadow-[2px_3px_3px_rgba(0,0,0,0.35)]" />
            <div className="mt-6 text-center font-serif text-[64px] font-bold leading-none" style={{ color: c.edge, textShadow: "0 1px 0 rgba(255,255,255,0.7), 0 -1px 0 rgba(0,0,0,0.25)" }}>
              {c.name[0]}
            </div>
            <div className="mt-4 border-t border-[#2a2119]/40 pt-2 font-serif text-[13px] text-[#231b14]">{c.name}</div>
          </div>
        ))}
      </div>
    </div>
  );
}

Install with one command: npx shadcn@latest add https://we.inc/r/letterpress-card-testimonials-in-webgl-pinned-with-brass-pins-to-a-linen-board-where-the-chosen-card-unpins-and-lifts-into-focus.json

When to use it

How to customize it

Accessibility

Questions

How is the letterpress bite made?

Each card face is drawn once into a canvas atlas. One channel holds a blurred mask of all the type, which the shader treats as depth: it reads the slope of that mask next to each pixel and tilts the paper's surface normal, so the sun lights one wall of every letter and shades the other. A second channel marks where ink sits and a third says whether that ink is the edge colour or black.

Where does the depth of field come from?

The scene is drawn into a texture first, with the blur size for each pixel stored in the alpha channel from its distance to the focus plane. A second pass gathers 48 samples in a spiral and only accepts a sample if its own blur is large enough to reach the pixel, which keeps the sharp card from smearing into the soft board behind it.

Why does the pin come out before the card moves?

Each card runs a tiny state machine. The pin first rises to a held height, the card is only allowed to lift once the pin is clear, and halfway through the lift the pin is pushed back into the board. Going back, the order reverses, so the pin is never left floating over a card that is still pinned.

Is the quote readable by search engines?

Yes. The large quote and its credit are ordinary HTML beside the canvas. The cards only print each person's initial, name and trade, which repeat information already in the text.

Will it slow a laptop down?

The cards and pins are found with exact ray and box tests rather than a long march, and only shadows and contact shading step through the distance field. The canvas is capped at 1.6 million pixels and a pixel ratio of 1.5, lowers its own resolution if frames run long, and stops when it is off screen or the tab is hidden.

Related: Cork Board Testimonials with Pinned Portrait Postcards That Swing, Unpin and Turn over to a Handwritten Note, Framed Portrait Testimonials in WebGL with a Leaning Two-Sided Frame That Swings on Its Corner and Claps Back onto a Sunlit Wall, Rotary Card File Testimonials with Typed Quote Cards That Tip over the Spindle and Land with a Bounce.

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