Files
hyperframes/docs/public/catalog/blocks/canopy-part-title.json
Miguel Ángel f24ff83834 feat(catalog): add the seven 3D-motion pieces as installable registry blocks (#4056)
* feat(catalog): add the seven 3D-motion pieces as installable registry blocks

Each piece ships as a registry block with a CDN poster and preview, a live
catalog detail page and its source. Scripts travel inside the catalog payload
(shared vendor libraries fetched once, item scripts inline, the one HDR as a
data URI) because the docs host only serves fonts, images and JSON.

NO_ESSAY_COMMENTS_OK: the long comment blocks are in vendored libraries and
the ported frost source under registry/blocks, not hand-written here.
HF_MAX_NONLFS_KB=6000: four hosted texture PNGs under docs/public/catalog/items
are runtime assets the docs host must serve as files.
fallow skipped locally: it audits against origin/main and this branch is
stacked on an older main.

* chore(catalog): regenerate gallery data and nav after rebasing onto main

* fix(catalog): read the install manifest through the bounded project reader

* fix(catalog): a script the inliner missed fails the payload instead of shipping a dead URL

* refactor(catalog): the leftover-script check reuses the reference finder

* fix(catalog): frost and glass textures load from the CDN and the iteration presets are gone

* chore(catalog): regenerate the frost and glass payloads and nav

* fix(catalog): frost and glass textures are hosted through the registry url field, not hardcoded

* chore(catalog): regenerate the frost and glass payloads against the hosted texture URLs

* fix(catalog): the hosted-reference rewrite refuses a bare name it cannot safely replace

* ci(catalog): verify changed catalog payloads in headless Chrome and check the docs catalog

* feat(catalog): every item page follows the shared layout with a Tune panel and tabs

* fix(catalog): let the texture-mask item host its masks so its tile plays live

* chore(catalog): regenerate item pages, gallery data and the texture-mask payload

* chore(catalog): regenerate item pages after merging main

* fix(catalog): declared-only variables get the Tune panel, Code and Docs tabs capped

* feat(catalog): give the blend-difference caption a demo scene so its tile plays live

* chore(catalog): live payload for the blend-difference caption

* perf(catalog): heavy 3d pieces compile and draw before ready, not on the first visible frame

* feat(catalog): the avatar promo card hosts its videos, audio and fonts on the CDN

* feat(catalog): the avatar promo card tile plays live from its CDN-hosted media

* chore(catalog): the avatar promo card plays live, no allowlist left

* chore(catalog): shorten two comment blocks

* chore(catalog): trim first-party comment blocks to the comment-check limits

* chore(catalog): shorten two frost source comments

* fix(catalog): the Docs tab renders as prose again, and the detail page honours reduced motion

Frame-mode pages carry no prose wrapper, and the detail component sat inside
not-prose, so the Docs slot's headings, paragraphs, links and lists had no
styling at all. The slots now carry their own prose classes and the chrome
around them keeps not-prose.

The recorded clip also gets the reduced-motion guard the docs-snippet check
requires, and the generator reads stability from the source metadata type so
the scripts typecheck passes.

* fix(catalog): docs-tab paragraphs render as blocks

Mintlify emits paragraphs as inline spans, so two paragraphs in the Docs slot ran together.

* fix(ci): drop the duplicate docs_catalog job output

git's line-based auto-merge silently duplicated the outputs key when
main and this branch each added it on non-adjacent lines during the
rebase; oxfmt's yaml parser rejects the repeated map key.

* fix(catalog): close four CodeQL alerts in the frost source

* chore(catalog): allowlist the avatar-promo-card CDN asset deletions, format sync-docs-catalog

check-no-main-deletions.mjs was rejecting 11 local mp4/font files this branch
already deleted in favor of CDN hosting; scripts/sync-docs-catalog.mjs had one
line over the 100-col print width from an earlier edit in this branch.

* fix(catalog): detail tabs use docs prose spacing, Install first; previews skip no-WebGPU runners

* fix(catalog): the docs tab scrolls with the page instead of a capped inner box

* refactor(catalog): split the payload asset and verify scripts into single-purpose helpers

* refactor(catalog): split the preview generator into single-purpose helpers

* ci(catalog): fail when the committed catalog differs from generator output

The docs host serves the committed catalog and nothing regenerates it, so a stale
copy shipped silently. The catalog payloads job now generates into a temp dir and
compares it with the committed tree.

* chore(catalog): regenerate docs/public/catalog with the refactored scripts

One full regeneration from an empty output tree with the current scripts. The tree grows
from 58.4 MB to 65.1 MB. Two hosted assets are about 2 MB each (an avatar png and a wav);
the same bytes are already committed under assets/, so HF_MAX_NONLFS_KB is raised for
this commit only.

* fix(catalog): run the catalog script tests under the runner they are written for

The rebase put three node:test files in the vitest half of test:scripts, where they report
"No test suite found". They now sit in the node --test list.

* fix(catalog): a WebGPU item without an adapter shows its recorded clip and says why

* ci(catalog): the drift check runs from a committed fetch mirror with no network

Generation now serves every font and CDN script fetch from scripts/catalog-fetch-mirror and fails
when a fetch is not in it, even if the caller swallowed the error. CATALOG_FETCH_MIRROR=record
refreshes the mirror from the live network. The docs_catalog filter also watches packages/core,
packages/producer and the mirror, and the 13 re-hashed font files are listed in ALLOWED_DELETIONS.

* chore(catalog): clean up the temp font cache and sort the mirror index without a locale

* fix(catalog): hide Tune when the clip stands in, time out the adapter request, share one check

* fix(catalog): the adapter probe survives a sync throw and a hang; test the clip guard

* fix(catalog): keep the adapter probe inside the component, Mintlify evaluates only exports

* fix(catalog): run the detail and page generator tests in CI; no Tune flash while probing WebGPU

* docs(catalog): credit vendored libraries and make each SKILL.md list what the block installs

CREDITS.md names every vendored dependency with its upstream and licence, and flags the two leaf
textures whose origin is still to be confirmed. Each SKILL.md Files table now comes from the block
manifest and its install and render paths point at compositions/<name>/. A test checks that every
path a SKILL.md names is a manifest file that exists.

* fix(catalog): a declared WebGPU item passes verify by its manifest tag, not by console wording

verify-catalog-payloads forgave a missing adapter only by matching the markup and the message, which
library-reported errors and widgets never satisfy. The webgpu tag in the item manifest is now the
owner: a tagged item ignores its page and console errors, an untagged one gets no forgiveness, and a
marker payload with no html is listed instead of crashing the run.

* docs(catalog): correct the credits per block and guard the mount and render paths

CREDITS.md states the three.js version and vendored-or-CDN status per block, adds d3-delaunay,
Clipper on the CDN and the Google Fonts loads, and lists every texture with no known origin.
The SKILL.md test now also checks the mount and render paths against the manifest composition.

* test(catalog): read each block manifest once in the SKILL.md file test

The two checks shared a copied manifest read, which fallow flagged as a clone with a high score.

* fix(catalog): commit the hosted item files a gitignore rule kept out, and check git not the disk

The compositions/ and *-ad/ ignore rules matched folder names under docs/public/catalog/items,
so 33 hosted fonts, textures and marks were generated but never committed and would 404 on
the docs host. The rules now have a negation for that tree and the files are added.

The drift check read the checkout, where git-ignored files still exist, so it passed locally
and failed only in CI. It now unpacks HEAD with git archive and compares that.

* fix(catalog): a tile keeps its poster until the composition has painted

* fix(catalog): a tagged WebGPU item forgives only the adapter-absent error, and test the wiring

The manifest webgpu tag now decides whether an item may lack an adapter, and the error wording
decides which lines are that absence. Any other page or console error on the item, and every
failed request, still fails. The per-item decision is one exported function the tests drive,
marker payloads are parsed by a tested helper, and the SKILL.md variable counts are checked
against their tables (cuboid-carousel said forty-nine for forty).

* fix(catalog): the pinned group's posters load eagerly at high priority

* fix(catalog): type the tile reveal test so the scripts typecheck passes

* fix(catalog): stop the adapter signature matching an unrelated failed adapter request

failed to request .*adapter also matched errors about other adapters. It now matches only a
request for the WebGPU adapter, so a tagged item cannot hide an unrelated failure behind it.

* test(catalog): a tagged item still fails on an error about some other adapter

* feat(catalog): the install command sits above the preview, as on the live catalog

* fix(catalog): find the install slot through Mintlify's child wrapper

* fix(docs): catalog copy buttons keep their size when the label swaps to Copied

* refactor(docs): name the shown copy label once in the catalog copy button

* fix(docs): primary catalog button keeps a readable label on hover and after copy

* fix(docs): inset the catalog tab strip and tab content to match the boxed panels
2026-09-19 16:53:29 -04:00

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Any\n Google Fonts family name works; falls back through Gelasio/serif\n while (or if never) loading. */\n const FONT = (String(V.font || \"Gelasio\").trim() || \"Gelasio\").replace(/[\"']/g, \"\");\n const FONT_WEIGHT = Math.max(\n 100,\n Math.min(\n 900,\n Math.round(\n isFinite(Number(V.fontWeight)) && Number(V.fontWeight) ? Number(V.fontWeight) : 500,\n ),\n ),\n );\n /* fontSize is a multiplier on the auto-fitted size (0.3-2); letterSpacing\n is in em (fraction of the font size, may be negative). */\n const FONT_SIZE = Math.max(\n 0.3,\n Math.min(\n 2,\n isFinite(Number(V.fontSize)) && Number(V.fontSize) > 0 ? Number(V.fontSize) : 1,\n ),\n );\n const LETTER_SP = Math.max(\n -0.2,\n Math.min(1, isFinite(Number(V.letterSpacing)) ? Number(V.letterSpacing) : 0.1),\n );\n const FONT_STACK = '\"' + FONT + '\", Gelasio, Georgia, serif';\n if (!/^(Helvetica|Arial|Gelasio|Georgia|serif|sans-serif|monospace)$/i.test(FONT)) {\n const fl = document.createElement(\"link\");\n fl.rel = \"stylesheet\";\n fl.href =\n \"https://fonts.googleapis.com/css2?family=\" +\n encodeURIComponent(FONT).replace(/%20/g, \"+\") +\n \":wght@\" +\n FONT_WEIGHT +\n \"&display=swap\";\n document.head.appendChild(fl);\n }\n const BG = String(V.background || \"#020805\");\n const RETAINED_BREEZE = Math.max(\n 0,\n Math.min(2, Number.isFinite(Number(V.retainedBreeze)) ? Number(V.retainedBreeze) : 1),\n );\n const state = window.__cptState;\n\n // Fixed experiment parameters (the source's tuned defaults), baked in.\n const WIND_SPEED = 1.06;\n const WIND_STRENGTH = 2.5;\n const TURBULENCE = 0.8;\n const TEXT_Z = -5.0;\n const BACKDROP_Z = -7.5;\n const CAM_DIST = 13.6;\n\n const clamp = THREE.MathUtils.clamp;\n const smoothstep = (a, b, x) => {\n const t = clamp((x - a) / (b - a), 0, 1);\n return t * t * (3 - 2 * t);\n };\n function hash2(x, y, seed) {\n let n = Math.imul(x + seed * 1013, 374761393) + Math.imul(y - seed * 79, 668265263);\n n = n ^ (n >>> 13);\n n = Math.imul(n, 1274126177);\n return ((n ^ (n >>> 16)) >>> 0) / 4294967295;\n }\n\n document.getElementById(\"cpt-bg\").style.background = BG;\n document.body.style.background = BG;\n\n const renderer = new THREE.WebGLRenderer({\n canvas: document.getElementById(\"cpt-canvas\"),\n antialias: true,\n powerPreference: \"high-performance\",\n alpha: false,\n });\n renderer.setSize(W, H, false);\n renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));\n renderer.outputColorSpace = THREE.SRGBColorSpace;\n renderer.toneMapping = THREE.ACESFilmicToneMapping;\n renderer.toneMappingExposure = 1.8;\n renderer.shadowMap.enabled = true;\n renderer.shadowMap.type = THREE.PCFShadowMap;\n\n const scene = new THREE.Scene();\n const bgColor = new THREE.Color(BG);\n scene.background = bgColor.clone();\n scene.fog = new THREE.FogExp2(bgColor.clone(), 0.008);\n\n const camera = new THREE.PerspectiveCamera(41, W / H, 0.1, 40);\n camera.position.set(0, 0.15, 12.1);\n camera.lookAt(0, 0, -1.5);\n\n const composer = new EffectComposer(renderer);\n composer.setSize(W, H);\n // Copy only colour; retain the scene depth for the sharp headline pass.\n composer.copyPass.material.depthTest = false;\n composer.copyPass.material.depthWrite = false;\n composer.addPass(new RenderPass(scene, camera));\n const bokehPass = new BokehPass(scene, camera, {\n focus: 16.4,\n aperture: 0.0016,\n maxblur: 0.0055,\n });\n composer.addPass(bokehPass);\n\n const hemi = new THREE.HemisphereLight(0x9fc09b, 0x061009, 2);\n scene.add(hemi);\n const sun = new THREE.DirectionalLight(new THREE.Color(\"#ece5ff\"), 8.5);\n sun.position.set(-13.3, 8.5, 9);\n sun.target.position.set(0, -1, -3);\n sun.castShadow = true;\n sun.shadow.mapSize.set(2048, 2048);\n sun.shadow.camera.left = -20;\n sun.shadow.camera.right = 20;\n sun.shadow.camera.top = 20 * 0.73;\n sun.shadow.camera.bottom = -20 * 0.73;\n sun.shadow.camera.near = 0.5;\n sun.shadow.camera.far = 28;\n sun.shadow.bias = 0.00105;\n sun.shadow.normalBias = 0.0525;\n sun.shadow.radius = 2.5;\n scene.add(sun, sun.target);\n const fill = new THREE.DirectionalLight(new THREE.Color(\"#00bd03\"), 9.55);\n fill.position.set(-11.8, 4.2, 5.2);\n fill.target.position.set(0.7, 1, -2);\n scene.add(fill, fill.target);\n\n /* Plain flat backdrop in the variable colour (unlit so it stays flat), with a\n shadow-only catcher just in front for leaf contact shadows. */\n const wall = new THREE.Mesh(\n new THREE.PlaneGeometry(68, 44),\n new THREE.MeshBasicMaterial({ color: bgColor.clone(), fog: false }),\n );\n wall.position.z = BACKDROP_Z;\n scene.add(wall);\n const catcher = new THREE.Mesh(\n new THREE.PlaneGeometry(68, 44),\n new THREE.ShadowMaterial({ opacity: 0.28 }),\n );\n catcher.position.z = BACKDROP_Z + 0.05;\n catcher.receiveShadow = true;\n scene.add(catcher);\n\n // ---- Procedural leaf species textures (ported verbatim from the experiment).\n const palettes = {\n monstera: [\n [22, 77, 46],\n [79, 128, 70],\n [170, 184, 104],\n ],\n alocasia: [\n [18, 55, 43],\n [57, 104, 73],\n [190, 206, 149],\n ],\n lance: [\n [15, 74, 42],\n [53, 126, 65],\n [145, 172, 84],\n ],\n calathea: [\n [32, 58, 39],\n [82, 117, 72],\n [195, 178, 126],\n ],\n fern: [\n [20, 73, 39],\n [64, 126, 65],\n [158, 176, 88],\n ],\n };\n\n function leafWidth(kind, y) {\n const s = Math.max(0, Math.sin(Math.PI * y));\n if (kind === \"lance\" || kind === \"fern\") return Math.pow(s, 1.28) * (0.66 + y * 0.12);\n if (kind === \"alocasia\") return Math.pow(s, 0.62) * (0.88 + 0.16 * (1 - y));\n if (kind === \"calathea\") return Math.pow(s, 0.82) * 0.78;\n return Math.pow(s, 0.55) * (0.82 + 0.15 * y);\n }\n\n function makeLeafTexture(kind, seed) {\n const w = 384,\n h = 768;\n const colorCanvas = document.createElement(\"canvas\");\n const bumpCanvas = document.createElement(\"canvas\");\n colorCanvas.width = bumpCanvas.width = w;\n colorCanvas.height = bumpCanvas.height = h;\n const colorCtx = colorCanvas.getContext(\"2d\");\n const bumpCtx = bumpCanvas.getContext(\"2d\");\n const colorImage = colorCtx.createImageData(w, h);\n const bumpImage = bumpCtx.createImageData(w, h);\n const p = palettes[kind];\n\n for (let py = 0; py < h; py++) {\n const y = py / (h - 1);\n const width = leafWidth(kind, y);\n for (let px = 0; px < w; px++) {\n const x = (px / (w - 1) - 0.5) * 2;\n const nx = Math.abs(x) / Math.max(0.001, width);\n let signed = 1 - nx;\n let inside = signed > -0.015 && y > 0.008 && y < 0.996;\n\n if (inside && kind === \"monstera\") {\n const ax = Math.abs(x);\n const side = x < 0 ? -1 : 1;\n for (let k = 0; k < 6; k++) {\n const jitter = (hash2(k, seed, 44) - 0.5) * 0.034;\n const root = 0.205 + k * 0.083 + jitter;\n const inner = 0.23 + k * 0.022 + (hash2(k, seed, 51) - 0.5) * 0.026;\n const curve =\n root + (ax - inner) * (0.14 + k * 0.012) + Math.sin((ax + k) * 13.0) * 0.008;\n const slotWidth =\n (0.009 + k * 0.0018) * smoothstep(inner, Math.max(inner + 0.11, width), ax);\n if (ax > inner && Math.abs(y - curve) < slotWidth && ax < width * 1.025)\n inside = false;\n if (k < 4) {\n const cx = side * (0.225 + k * 0.052 + (hash2(k, seed, 61) - 0.5) * 0.025);\n const cy = 0.31 + k * 0.105 + (hash2(k, seed, 71) - 0.5) * 0.025;\n const rx = 0.026 + k * 0.003;\n const ry = 0.038 + k * 0.005;\n const skewY = y - cy - (x - cx) * side * 0.26;\n const hole = (x - cx) ** 2 / (rx * rx) + skewY ** 2 / (ry * ry) < 1;\n if (hole) inside = false;\n }\n }\n }\n if (inside && kind === \"alocasia\" && y < 0.105) {\n const notch = Math.abs(x) < 0.15 * (1 - y / 0.105);\n if (notch) inside = false;\n }\n\n const i = (py * w + px) * 4;\n if (!inside) {\n colorImage.data[i + 3] = 0;\n bumpImage.data[i] = bumpImage.data[i + 1] = bumpImage.data[i + 2] = 112;\n bumpImage.data[i + 3] = 255;\n continue;\n }\n\n const n0 = hash2(px >> 2, py >> 2, seed);\n const n1 = hash2(px >> 4, py >> 4, seed + 17);\n const middle = Math.exp(-Math.abs(x) * (kind === \"lance\" ? 28 : 35));\n const veinFreq = kind === \"lance\" ? 12 : 8.5;\n const ribWave = Math.abs(((y * veinFreq + Math.abs(x) * 1.85) % 1) - 0.5);\n const sideVein = Math.exp(-ribWave * 46) * smoothstep(0.04, 0.82, Math.abs(x));\n const edge = smoothstep(0, 0.16, signed);\n const stripe =\n kind === \"calathea\" ? 0.5 + 0.5 * Math.cos(y * 58 + Math.abs(x) * 10) : 0;\n const mottling = (n0 - 0.5) * 0.16 + (n1 - 0.5) * 0.12 + stripe * 0.08;\n const light = clamp(\n 0.42 + y * 0.12 + mottling + middle * 0.34 + sideVein * 0.16 - (1 - edge) * 0.27,\n 0,\n 1,\n );\n const dry = hash2(px >> 3, py >> 3, seed + 90) > 0.978 ? 0.16 : 0;\n\n const c0 = p[0],\n c1 = p[1],\n c2 = p[2];\n const t = smoothstep(0.08, 0.9, light);\n const hi = smoothstep(0.56, 1, t);\n for (let ch = 0; ch < 3; ch++) {\n const low = c0[ch] + (c1[ch] - c0[ch]) * t;\n const val =\n low + (c2[ch] - low) * hi * 0.58 + dry * (ch === 0 ? 56 : ch === 1 ? 35 : 10);\n colorImage.data[i + ch] = clamp(val, 0, 255);\n }\n colorImage.data[i + 3] = clamp(edge * 390, 0, 255);\n\n const bump = clamp(\n 112 + (n0 - 0.5) * 22 + middle * 100 + sideVein * 52 - (1 - edge) * 18,\n 0,\n 255,\n );\n bumpImage.data[i] = bumpImage.data[i + 1] = bumpImage.data[i + 2] = bump;\n bumpImage.data[i + 3] = 255;\n }\n }\n\n colorCtx.putImageData(colorImage, 0, 0);\n bumpCtx.putImageData(bumpImage, 0, 0);\n const map = new THREE.CanvasTexture(colorCanvas);\n map.colorSpace = THREE.SRGBColorSpace;\n map.anisotropy = Math.min(8, renderer.capabilities.getMaxAnisotropy());\n const bump = new THREE.CanvasTexture(bumpCanvas);\n bump.anisotropy = map.anisotropy;\n return { map, bump };\n }\n\n const textureLoader = new THREE.TextureLoader();\n const [photoSurface, photoNormal] = await Promise.all([\n textureLoader.loadAsync(\"/public/catalog/assets/c56b647034523b07.webp\"),\n textureLoader.loadAsync(\"/public/catalog/assets/c0c37fab0fdfa85d.webp\"),\n ]);\n photoSurface.colorSpace = THREE.SRGBColorSpace;\n photoSurface.wrapS = photoSurface.wrapT = THREE.RepeatWrapping;\n photoSurface.repeat.set(2.4, 4.8);\n photoNormal.wrapS = photoNormal.wrapT = THREE.RepeatWrapping;\n photoNormal.repeat.set(2.4, 4.8);\n\n const kinds = [\"monstera\", \"alocasia\", \"lance\", \"calathea\", \"fern\"];\n const textureSets = Object.fromEntries(\n kinds.map((kind, i) => [kind, makeLeafTexture(kind, i * 31 + 7)]),\n );\n const materials = {};\n const shaderMaterials = [];\n\n for (const [index, kind] of kinds.entries()) {\n const tex = textureSets[kind];\n const material = new THREE.MeshPhysicalMaterial({\n map: tex.map,\n bumpMap: tex.bump,\n bumpScale: (kind === \"monstera\" ? 0.065 : 0.045) * 2.5,\n normalMap: photoNormal,\n normalScale: new THREE.Vector2(0.35, 0.35),\n alphaTest: 0.42,\n side: THREE.DoubleSide,\n roughness: 0.5626,\n metalness: 0,\n clearcoat: 0.5256,\n clearcoatRoughness: 0.4274,\n thickness: 0,\n transmission: 0.015,\n sheen: 0.24,\n sheenColor: new THREE.Color(kind === \"calathea\" ? 0xc6a68d : 0x7da06a),\n sheenRoughness: 0.8,\n emissive: new THREE.Color(0x06140a),\n emissiveIntensity: 0.18,\n shadowSide: THREE.DoubleSide,\n });\n // Transmission and ordinary passes can compile separate shader variants.\n // All variants share one time uniform, including a late first compilation.\n material.userData.timeUniform = { value: 0 };\n material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = material.userData.timeUniform;\n shader.uniforms.uWindStrength = { value: WIND_STRENGTH };\n shader.uniforms.uTurbulence = { value: TURBULENCE };\n shader.uniforms.uShapeNoise = { value: 2.5 };\n shader.uniforms.uTextureNoise = { value: 2 };\n shader.uniforms.uPhotoTexture = { value: 1.5 };\n shader.uniforms.uPhotoSurface = { value: photoSurface };\n shader.vertexShader = shader.vertexShader\n .replace(\n \"#include <common>\",\n `#include <common>\n uniform float uTime;\n uniform float uWindStrength;\n uniform float uTurbulence;\n uniform float uShapeNoise;\n `,\n )\n .replace(\n \"#include <begin_vertex>\",\n `\n vec3 transformed = vec3(position);\n float root = pow(uv.y, 1.28);\n float worldPhase = dot(modelMatrix[3].xyz, vec3(0.71, 1.13, 0.43)) + ${index.toFixed(1)};\n vec2 worldXY = modelMatrix[3].xy;\n float gustCell = sin(uTime * 0.23 + worldXY.x * 0.42 + sin(worldXY.y * 0.37 + uTime * 0.11));\n float localGust = pow(max(0.0, gustCell), 3.6);\n float breath = sin(uTime * 0.46 + worldPhase) * 0.20 + sin(uTime * 1.17 + worldPhase * 1.7) * 0.07 + localGust * 0.62;\n float flutter = (sin(uTime * 2.7 + uv.y * 8.0 + worldPhase * 2.2) * 0.012 + localGust * sin(uv.y * 11.0 + worldPhase) * 0.038) * uTurbulence;\n float edgeNoise = sin(uv.y * 31.0 + worldPhase * 4.1) * pow(abs(uv.x - 0.5) * 2.0, 2.4) * 0.022 * uShapeNoise;\n transformed.x += (breath * 0.075 * uWindStrength + flutter + edgeNoise) * root;\n transformed.z += breath * 0.12 * root * uWindStrength + flutter * root * 0.8 + edgeNoise;\n transformed.z += (1.0 - pow(abs(uv.x - 0.5) * 2.0, 1.65)) * 0.075;\n `,\n );\n shader.fragmentShader = shader.fragmentShader\n .replace(\n \"#include <common>\",\n `#include <common>\n uniform float uTextureNoise;\n uniform float uPhotoTexture;\n uniform sampler2D uPhotoSurface;`,\n )\n .replace(\n \"#include <map_fragment>\",\n `#include <map_fragment>\n float leafNoise = fract(sin(dot(vMapUv * vec2(311.7, 917.3), vec2(12.9898, 78.233))) * 43758.5453);\n diffuseColor.rgb *= 1.0 + (leafNoise - 0.5) * 0.18 * uTextureNoise;\n vec3 photographedSurface = texture2D(uPhotoSurface, vMapUv * vec2(2.4, 4.8)).rgb;\n diffuseColor.rgb *= mix(vec3(1.0), photographedSurface * 1.24, clamp(uPhotoTexture, 0.0, 1.0) * 0.26);\n `,\n );\n material.userData.shader = shader;\n };\n material.customProgramCacheKey = () => `cpt-leaf-wind-photo-v6-${index}`;\n materials[kind] = material;\n shaderMaterials.push(material);\n }\n\n const geometryCache = new Map();\n function leafGeometry(width, length) {\n const key = `${width.toFixed(2)}-${length.toFixed(2)}`;\n if (geometryCache.has(key)) return geometryCache.get(key);\n const geo = new THREE.PlaneGeometry(width, length, 12, 22);\n geo.translate(0, length * 0.5, 0);\n const position = geo.attributes.position;\n const uv = geo.attributes.uv;\n for (let i = 0; i < position.count; i++) {\n const across = position.getX(i) / (width * 0.5);\n const along = uv.getY(i);\n const arch = (1 - Math.pow(Math.abs(across), 1.62)) * Math.sin(Math.PI * along);\n const twist = across * (along - 0.22);\n const edgeRipple =\n Math.sin(along * Math.PI * 5.4 + across * 2.1) * Math.pow(Math.abs(across), 2.2);\n position.setZ(\n i,\n arch * length * 0.052 + twist * length * 0.038 + edgeRipple * length * 0.012,\n );\n }\n position.needsUpdate = true;\n geo.computeVertexNormals();\n geometryCache.set(key, geo);\n return geo;\n }\n\n const DIMS = {\n monstera: [2.05, 2.7],\n alocasia: [1.92, 2.85],\n lance: [0.68, 3.45],\n calathea: [1.36, 3.05],\n fern: [0.46, 1.5],\n };\n const leaves = [];\n for (const batch of window.__cptBatches) {\n for (const spec of batch) {\n const dims = DIMS[spec.kind];\n if (spec.batch === 2) {\n // Start the entire leaf below the camera frustum, including its\n // tip, wind deformation and the small camera orbit. Its identity\n // persists: the lift carries it into view rather than spawning it.\n const reach =\n Math.hypot(dims[0] * spec.widthMul * 0.5, dims[1] * spec.lengthMul) * spec.scale;\n spec.liftStartY =\n -Math.tan(THREE.MathUtils.degToRad(camera.fov * 0.5)) * (CAM_DIST - spec.liftZ) -\n reach -\n 2;\n }\n const group = new THREE.Group();\n const mesh = new THREE.Mesh(\n leafGeometry(dims[0] * spec.widthMul, dims[1] * spec.lengthMul),\n materials[spec.kind],\n );\n mesh.castShadow = true;\n mesh.receiveShadow = spec.z < 4.8;\n group.add(mesh);\n group.visible = false;\n group.position.set(spec.xStart, spec.y0, spec.z);\n group.scale.setScalar(spec.scale);\n group.rotation.set(spec.tiltX, spec.tiltY, spec.rotation);\n scene.add(group);\n leaves.push({ group, spec });\n }\n }\n\n /* ---- The headlines live IN the scene, behind the leaf band, so foliage\n genuinely occludes them. Reveal is a wipe uniform that tracks the sweep's\n trailing edge — the visible edge always sits under the dense part of the\n band, so the type reads as uncovered by the passing leaves, never faded. */\n function headlineTexture(text) {\n // Enough source detail for the headline at both 1x and 2x output density.\n const c = document.createElement(\"canvas\");\n c.width = 4096;\n c.height = 1024;\n const g = c.getContext(\"2d\");\n g.clearRect(0, 0, c.width, c.height);\n g.textAlign = \"center\";\n g.textBaseline = \"middle\";\n let size = 380;\n const applyFont = () => {\n g.font = `${FONT_WEIGHT} ${size}px ${FONT_STACK}`;\n g.letterSpacing = `${Math.round(size * LETTER_SP)}px`;\n };\n applyFont();\n let tw = g.measureText(text).width;\n if (tw > 3760) {\n size = Math.floor((size * 3760) / tw);\n applyFont();\n }\n /* User size multiplier rides on top of the auto-fit. */\n size = Math.round(size * FONT_SIZE);\n applyFont();\n g.shadowColor = \"rgba(0,0,0,0.5)\";\n g.shadowBlur = 30;\n g.shadowOffsetY = 8;\n g.fillStyle = \"#e4eedb\";\n g.fillText(text, c.width / 2 + Math.round(size * LETTER_SP * 0.5), c.height / 2 + 16);\n const t = new THREE.CanvasTexture(c);\n t.colorSpace = THREE.SRGBColorSpace;\n t.anisotropy = 16;\n return t;\n }\n\n function headlinePlane(text, second = false) {\n const mat = new THREE.MeshBasicMaterial({\n map: headlineTexture(text),\n transparent: true,\n toneMapped: false,\n fog: false,\n depthWrite: false,\n });\n const uniforms = { uIn: { value: -0.05 }, uOut: { value: -0.05 }, uLift: { value: -0.05 } };\n mat.onBeforeCompile = (shader) => {\n shader.uniforms.uIn = uniforms.uIn;\n shader.uniforms.uOut = uniforms.uOut;\n shader.uniforms.uLift = uniforms.uLift;\n shader.fragmentShader = shader.fragmentShader\n .replace(\n \"#include <common>\",\n \"#include <common>\\nuniform float uIn;\\nuniform float uOut;\\nuniform float uLift;\",\n )\n .replace(\n \"#include <map_fragment>\",\n `#include <map_fragment>\n float eIn = uIn + sin(vMapUv.y * 43.0) * 0.012;\n float eOut = uOut + sin(vMapUv.y * 37.0 + 2.0) * 0.012;\n float vis = smoothstep(eIn + 0.02, eIn - 0.02, vMapUv.x) * smoothstep(eOut - 0.02, eOut + 0.02, vMapUv.x);\n float lifted = smoothstep(uLift - 0.08, uLift + 0.08, vMapUv.y);\n diffuseColor.a *= vis * ${second ? \"(1.0 - lifted)\" : \"lifted\"};`,\n );\n };\n mat.customProgramCacheKey = () => \"cpt-headline-lift-\" + second;\n const mesh = new THREE.Mesh(new THREE.PlaneGeometry(16.4, 4.1), mat);\n mesh.position.set(0, 0.15, TEXT_Z);\n mesh.renderOrder = 2;\n // Exclude type from the bokeh colour/depth passes. Its alpha edges must\n // not be blurred using the discontinuous text/backdrop depth samples.\n mesh.layers.set(1);\n scene.add(mesh);\n return {\n mesh,\n mat,\n uniforms,\n retex: (t2) => {\n const previous = mat.map;\n mat.map = headlineTexture(t2);\n previous.dispose();\n mat.needsUpdate = true;\n },\n };\n }\n\n const plane1 = headlinePlane(HEADLINE1);\n const plane2 = headlinePlane(HEADLINE2, true);\n\n // ---- Glow motes (drift is a pure function of seed and t).\n const DUST_COUNT = 800;\n const dustHome = Float32Array.from(window.__cptDust.home);\n const dustSeeds = Float32Array.from(window.__cptDust.seeds);\n const dustPositions = dustHome.slice();\n const dustGeo = new THREE.BufferGeometry();\n dustGeo.setAttribute(\"position\", new THREE.BufferAttribute(dustPositions, 3));\n dustGeo.setAttribute(\"seed\", new THREE.BufferAttribute(dustSeeds, 1));\n const moteCanvas = document.createElement(\"canvas\");\n moteCanvas.width = moteCanvas.height = 64;\n const moteCtx = moteCanvas.getContext(\"2d\");\n const moteGradient = moteCtx.createRadialGradient(32, 32, 0, 32, 32, 31);\n moteGradient.addColorStop(0, \"rgba(255,255,232,1)\");\n moteGradient.addColorStop(0.16, \"rgba(224,255,202,.92)\");\n moteGradient.addColorStop(0.5, \"rgba(180,228,160,.28)\");\n moteGradient.addColorStop(1, \"rgba(140,205,125,0)\");\n moteCtx.fillStyle = moteGradient;\n moteCtx.fillRect(0, 0, 64, 64);\n const moteSprite = new THREE.CanvasTexture(moteCanvas);\n moteSprite.colorSpace = THREE.SRGBColorSpace;\n const dustMat = new THREE.PointsMaterial({\n color: new THREE.Color(\"#daf9b4\"),\n map: moteSprite,\n size: 0.1,\n transparent: true,\n opacity: 0.55,\n depthWrite: false,\n blending: THREE.AdditiveBlending,\n });\n const dust = new THREE.Points(dustGeo, dustMat);\n scene.add(dust);\n\n // BokehPass depth prepass with alpha-aware materials (ported from the experiment).\n const dofDepthMaterials = new Map();\n function depthMaterialFor(source) {\n const key = source.uuid;\n if (dofDepthMaterials.has(key)) return dofDepthMaterials.get(key);\n const depth = new THREE.MeshDepthMaterial({\n depthPacking: THREE.RGBADepthPacking,\n map: source.map || null,\n alphaTest: source.alphaTest || 0.5,\n side: source.side,\n depthTest: true,\n depthWrite: true,\n });\n dofDepthMaterials.set(key, depth);\n return depth;\n }\n bokehPass.render = function (activeRenderer, writeBuffer, readBuffer) {\n const swapped = [];\n const dustVisible = dust.visible;\n dust.visible = false;\n this.scene.traverse((object) => {\n if (!object.isMesh) return;\n swapped.push([object, object.material]);\n object.material = depthMaterialFor(object.material);\n });\n try {\n activeRenderer.setRenderTarget(this.renderTargetDepth);\n activeRenderer.clear();\n activeRenderer.render(this.scene, this.camera);\n } finally {\n for (const [object, material] of swapped) object.material = material;\n dust.visible = dustVisible;\n }\n this.uniforms.tColor.value = readBuffer.texture;\n this.uniforms.tDepth.value = this.renderTargetDepth.texture;\n activeRenderer.setRenderTarget(writeBuffer);\n if (this.clear) activeRenderer.clear();\n this.fsQuad.render(activeRenderer);\n\n // Bring the blurred foliage back without clearing the ORIGINAL colour\n // pass's depth. That depth includes the leaves' alpha cutouts and wind\n // deformation, so the unblurred headline still sits behind the canopy.\n const copy = composer.copyPass;\n copy.renderToScreen = false;\n const background = scene.background;\n const autoClear = activeRenderer.autoClear;\n const layers = camera.layers.mask;\n const shadowAutoUpdate = activeRenderer.shadowMap.autoUpdate;\n try {\n scene.background = null;\n activeRenderer.autoClear = false;\n activeRenderer.shadowMap.autoUpdate = false;\n copy.render(activeRenderer, readBuffer, writeBuffer);\n camera.layers.set(1);\n activeRenderer.render(scene, camera);\n } finally {\n scene.background = background;\n activeRenderer.autoClear = autoClear;\n activeRenderer.shadowMap.autoUpdate = shadowAutoUpdate;\n camera.layers.mask = layers;\n }\n // Keep the existing colour pipeline for both foliage and typography.\n copy.renderToScreen = this.renderToScreen;\n copy.render(activeRenderer, writeBuffer, readBuffer);\n };\n\n const cameraTarget = new THREE.Vector3(0, 0, -1.5);\n const cameraOffset = new THREE.Vector3();\n const cameraOrbit = new THREE.Euler(0, 0, 0, \"YXZ\");\n const degToRad = THREE.MathUtils.degToRad;\n const DJ = 0.5;\n\n function motionClock(t) {\n const end = window.__cptWindows.s2 + window.__cptWindows.d2;\n const duration = Math.max(0.1, 10.5 - end);\n const p = clamp((t - end) / duration, 0, 1);\n return t <= end ? t : end + duration * (p - (p * p) / 2);\n }\n\n function openingWind(spec, t) {\n const wt = motionClock(t) * WIND_SPEED;\n const gust = Math.sin(wt * 0.23 + spec.restX * 0.42 + Math.sin(spec.y0 * 0.37 + wt * 0.11));\n const sway =\n (Math.sin(wt * 0.46 + spec.phase) * 0.011 +\n Math.sin(wt * 0.58 + spec.y0 * 0.74) * 0.007 +\n Math.max(0, gust) ** 3.6 * 0.03) *\n WIND_STRENGTH;\n return [sway, Math.sin(wt * 0.31 + spec.phase) * 0.02];\n }\n\n // Sample the authored incoming path, including its actual rotation/wind.\n // Only retained leaves use this path; the passing leaf wall stays intact.\n function retainedSweepPose(s, t) {\n const w = window.__cptWindows;\n if (s.batch === 2) {\n const p = clamp(clamp((t - w.s2) / w.d2, 0, 1) * 1.28 - s.liftDelay, 0, 1);\n const lift = smoothstep(0, 0.58, p),\n seat = smoothstep(0.38, 1, p);\n return [\n THREE.MathUtils.lerp(s.liftX, s.restX, seat),\n THREE.MathUtils.lerp(s.liftY, s.restY, seat) -\n (s.liftY - s.liftStartY) * (1 - smoothstep(0, 0.42, p)),\n THREE.MathUtils.lerp(s.liftZ, s.z, lift),\n s.tiltX + seat * 3.6 * Math.sin(s.phase),\n s.tiltY + seat * 3.6 * Math.cos(s.phase * 1.7),\n THREE.MathUtils.lerp(s.rotation, s.restRZ, seat),\n ];\n }\n const p = clamp(clamp((t - 0.4) / w.d1, 0, 1) * 1.5 - s.delay, 0, 1);\n const pe = 1 - Math.pow(1 - p, 3);\n const rz = s.rotation + pe * s.spin * 0.55;\n const turn =\n ((((s.restRZ - rz + Math.PI) % (2 * Math.PI)) + 2 * Math.PI) % (2 * Math.PI)) - Math.PI;\n const [wind, roll] = openingWind(s, t);\n return [\n s.xStart + (s.restX - s.xStart) * pe,\n s.y0 +\n (s.restY - s.y0) * pe +\n Math.sin(pe * Math.PI * 1.4 + s.phase) * s.bobAmp * (1 - pe) * 0.8 +\n wind * 0.14,\n s.z,\n s.tiltX + wind,\n s.tiltY + wind * 0.65,\n rz + turn * smoothstep(0.55, 1, pe) + roll,\n ];\n }\n\n function retainedIdlePose(spec, t, handoff) {\n const b = spec.breeze,\n age = t - handoff.start,\n a = age * b.rate;\n const pose = handoff.center.slice();\n if (spec.batch === 1) {\n const [wind, roll] = openingWind(spec, t);\n pose[1] += wind * 0.14;\n pose[3] += wind;\n pose[4] += wind * 0.65;\n pose[5] += roll;\n }\n const floatX = Math.sin(a + b.phase) * 0.72 + Math.sin(a * 0.613 + b.phase2) * 0.28;\n const floatY = Math.sin(a * 0.79 + b.phase2) * 0.76 + Math.sin(a * 1.137 + b.phase3) * 0.24;\n const floatZ = Math.sin(a * 0.53 + b.phase3);\n const offsets = [\n b.driftX * floatX,\n b.driftY * floatY,\n b.depth + b.driftZ * floatZ,\n b.tiltX * Math.sin(a * 0.67 + b.phase2),\n b.tiltY * Math.sin(a * 0.47 + b.phase3),\n b.roll * floatX + b.turn * age,\n ];\n return pose.map((v, i) => v + RETAINED_BREEZE * offsets[i]);\n }\n\n // Join while each leaf still has momentum, before its old stop point.\n // Quintic Hermite correction matches position, velocity AND acceleration\n // at both ends. The moving breeze target is present throughout settling;\n // there is no idle timer, zero-velocity rest, or later amplitude fade-in.\n for (const { spec: s } of leaves) {\n if (!s.stayer) continue;\n const w = window.__cptWindows,\n first = s.batch === 1;\n const rate = first ? 1.5 / w.d1 : 1.28 / w.d2;\n const progress = (first ? 0.64 : 0.78) + s.breeze.arrival * 0.12;\n const start = (first ? 0.4 : w.s2) + (progress + (first ? s.delay : s.liftDelay)) / rate;\n const end = first ? 0.4 + w.d1 : w.s2 + w.d2;\n const center = retainedSweepPose(s, end);\n const incoming = retainedSweepPose(s, start);\n if (first) {\n const [wind, roll] = openingWind(s, end);\n center[1] -= wind * 0.14;\n center[3] -= wind;\n center[4] -= wind * 0.65;\n center[5] -= roll;\n }\n for (let i = 3; i < 6; i++)\n center[i] += Math.round((incoming[i] - center[i]) / (2 * Math.PI)) * 2 * Math.PI;\n const h = (s.handoff = { start, duration: (first ? 0.52 : 0.48) / rate, center });\n const dt = 0.001;\n const delta = (time) =>\n retainedSweepPose(s, time).map((v, i) => v - retainedIdlePose(s, time, h)[i]);\n const a = delta(start - dt),\n b = delta(start),\n c = delta(start + dt);\n h.correction = b.map((v, i) => [\n v,\n (c[i] - a[i]) / (2 * dt),\n (c[i] - 2 * v + a[i]) / (dt * dt),\n ]);\n }\n\n function applyRetainedMotion(group, spec, t) {\n const h = spec.handoff;\n if (!h || !group.visible) return;\n if (t < h.start) {\n // Use the same unrounded clock on both sides of the handoff; GSAP's\n // rounded scalar writes must not introduce a tiny boundary jump.\n const incoming = retainedSweepPose(spec, t);\n group.position.set(incoming[0], incoming[1], incoming[2]);\n group.rotation.set(incoming[3], incoming[4], incoming[5]);\n return;\n }\n const pose = retainedIdlePose(spec, t, h);\n const u = clamp((t - h.start) / h.duration, 0, 1);\n const u2 = u * u,\n u3 = u2 * u,\n u4 = u3 * u,\n u5 = u4 * u;\n const p = 1 - 10 * u3 + 15 * u4 - 6 * u5;\n const v = u - 6 * u3 + 8 * u4 - 3 * u5;\n const a = (u2 - 3 * u3 + 3 * u4 - u5) / 2;\n for (let i = 0; i < 6; i++) {\n const c = h.correction[i];\n pose[i] += c[0] * p + c[1] * h.duration * v + c[2] * h.duration * h.duration * a;\n }\n if (spec.batch === 1) {\n // Carry the current floating pose into takeoff, never pull it back\n // to a rest slot. Quintic lift starts with zero added speed/acceleration.\n const m = clamp((t - window.__cptWindows.s2) / window.__cptWindows.d2, 0, 1);\n const q = clamp(m * 1.5 - spec.delay2 * 0.4, 0, 1);\n const lift = q * q * q * (10 + q * (-15 + 6 * q));\n pose[1] += lift * 6;\n pose[2] += lift * 34;\n pose[5] += lift * spec.spin * 0.55;\n }\n group.position.set(pose[0], pose[1], pose[2]);\n group.rotation.set(pose[3], pose[4], pose[5]);\n }\n\n let disposed = false;\n function renderAt(t) {\n if (disposed) return;\n t = clamp(t, 0, DUR);\n const settleTime = window.__cptWindows.s2 + window.__cptWindows.d2;\n const settleDuration = Math.max(0.1, 10.5 - settleTime);\n const settleProgress = clamp((t - settleTime) / settleDuration, 0, 1);\n const motionTime =\n t <= settleTime\n ? t\n : settleTime +\n settleDuration * (settleProgress - (settleProgress * settleProgress) / 2);\n const wt = motionTime * WIND_SPEED;\n const m1 = state.sw1;\n const m2 = state.sw2;\n\n for (const { group, spec } of leaves) {\n // Depth lift: emerge from the backdrop, cross the type plane,\n // rise through the focal range, then pass the camera (source exitDistance=34).\n // No lateral sweep, frame history, pointer force, or accumulated physics.\n if (spec.batch === 2) {\n const p = clamp(m2 * 1.28 - spec.liftDelay, 0, 1);\n // At p=0 it is already below frame; at p=1 passers are behind\n // the camera. No visibility/opacity switch at either boundary.\n group.visible = true;\n const entry = smoothstep(0, 0.42, p);\n const lift = smoothstep(0, 0.58, p);\n const exit = smoothstep(0.38, 1, p);\n const seat = smoothstep(0.38, 1, p);\n const z = spec.stayer\n ? THREE.MathUtils.lerp(spec.liftZ, spec.z, lift)\n : spec.liftZ + lift * 8 * spec.depthResponse + exit * 34;\n const orbit = exit * 1.15;\n const x = spec.stayer\n ? THREE.MathUtils.lerp(spec.liftX, spec.restX, seat)\n : spec.liftX + Math.cos(spec.phase + p * 1.3) * orbit;\n const liftedY = spec.stayer\n ? THREE.MathUtils.lerp(spec.liftY, spec.restY, seat)\n : spec.liftY + lift * 2.2 + exit * 3.8;\n const y = liftedY - (spec.liftY - spec.liftStartY) * (1 - entry);\n group.position.set(x, y, z);\n group.rotation.set(\n spec.tiltX + exit * 3.6 * Math.sin(spec.phase),\n spec.tiltY + exit * 3.6 * Math.cos(spec.phase * 1.7),\n spec.stayer\n ? THREE.MathUtils.lerp(spec.rotation, spec.restRZ, seat)\n : spec.rotation + exit * 3.6 * 0.55,\n );\n continue;\n }\n const m = spec.batch === 1 ? m1 : m2;\n const p = clamp(m * (1 + DJ) - spec.delay, 0, 1);\n if (p <= 0.0005) {\n group.visible = false;\n continue;\n }\n group.visible = true;\n\n // Analytic wind sway, always applied (scaled up once settled).\n const gustCell = Math.sin(\n wt * 0.23 + spec.restX * 0.42 + Math.sin(spec.y0 * 0.37 + wt * 0.11),\n );\n const localGust = Math.max(0, gustCell) ** 3.6;\n const slowWind =\n (Math.sin(wt * 0.46 + spec.phase) * 0.011 +\n Math.sin(wt * 0.58 + spec.y0 * 0.74) * 0.007 +\n localGust * 0.03) *\n WIND_STRENGTH;\n\n let x,\n y,\n rz,\n z = spec.z;\n if (!spec.stayer) {\n const pe = p * p * (3 - 2 * p);\n x = spec.xStart + (spec.xEnd - spec.xStart) * pe;\n y = spec.y0 + Math.sin(pe * Math.PI * spec.bobN + spec.phase) * spec.bobAmp;\n rz = spec.rotation + pe * spec.spin;\n } else {\n const pe = 1 - Math.pow(1 - p, 3);\n x = spec.xStart + (spec.restX - spec.xStart) * pe;\n y =\n spec.y0 +\n (spec.restY - spec.y0) * pe +\n Math.sin(pe * Math.PI * 1.4 + spec.phase) * spec.bobAmp * (1 - pe) * 0.8;\n const travelRz = spec.rotation + pe * spec.spin * 0.55;\n const seat = smoothstep(0.55, 1, pe);\n const dRz =\n ((((spec.restRZ - travelRz + Math.PI) % (2 * Math.PI)) + 2 * Math.PI) %\n (2 * Math.PI)) -\n Math.PI;\n rz = travelRz + dRz * seat;\n if (spec.batch === 1 && m2 > 0) {\n // Existing edge leaves join the same upward depth current.\n const q = clamp(m2 * 1.5 - spec.delay2 * 0.4, 0, 1);\n const qe = smoothstep(0, 1, q);\n z += qe * 34;\n y += qe * 6;\n rz += qe * spec.spin * 0.55;\n }\n }\n\n group.position.set(x, y + slowWind * 0.14, z);\n group.rotation.set(\n spec.tiltX + slowWind,\n spec.tiltY + slowWind * 0.65,\n rz + Math.sin(wt * 0.31 + spec.phase) * 0.02,\n );\n }\n\n // The background/camera can settle while retained leaves keep breathing\n // through the final hold. Use absolute t, never accumulated frame deltas.\n for (const { group, spec } of leaves) applyRetainedMotion(group, spec, t);\n\n /* Reveal wipes, derived from the sweep masters. Tuned so the visible wipe\n edge stays inside the dense part of the leaf band (verified visually). */\n plane1.uniforms.uIn.value = clamp((m1 - 0.3) / 0.52, 0, 1) * 1.1 - 0.05;\n plane1.uniforms.uOut.value = -0.05;\n plane2.uniforms.uIn.value = 1.05;\n plane1.uniforms.uLift.value = smoothstep(0.25, 0.43, m2) * 1.3 - 0.15;\n plane2.uniforms.uLift.value = smoothstep(0.4, 0.62, m2) * 1.3 - 0.15;\n // Source experiment DOF at lift peak; return to V1's crisp hold.\n const lens = smoothstep(0.05, 0.28, m2) * (1 - smoothstep(0.72, 1, m2));\n bokehPass.uniforms.aperture.value = 0.0016 + lens * 0.0005;\n bokehPass.uniforms.maxblur.value = 0.0055 + lens * 0.0035;\n plane2.uniforms.uOut.value = -0.05;\n\n for (const material of shaderMaterials) {\n material.userData.timeUniform.value = wt;\n }\n\n for (let i = 0; i < DUST_COUNT; i++) {\n const o = i * 3;\n const s = dustSeeds[i];\n dustPositions[o] = dustHome[o] + Math.sin(wt * 0.19 + s * 18) * 0.36;\n dustPositions[o + 1] = dustHome[o + 1] + Math.cos(wt * 0.14 + s * 27) * 0.38;\n dustPositions[o + 2] = dustHome[o + 2] + Math.sin(wt * 0.11 + s * 41) * 0.4;\n }\n dustGeo.attributes.position.needsUpdate = true;\n\n const swayX = Math.sin(motionTime * 0.31) * 0.6 + Math.sin(motionTime * 0.127 + 2.1) * 0.5;\n const swayY = Math.sin(motionTime * 0.083 + 1.7) * 0.7;\n cameraOrbit.set(degToRad(-swayY), degToRad(swayX), 0, \"YXZ\");\n cameraOffset.set(0, 0.15, CAM_DIST).applyEuler(cameraOrbit);\n camera.position.copy(cameraTarget).add(cameraOffset);\n camera.lookAt(cameraTarget);\n dust.rotation.x = degToRad(-swayY) * 0.6;\n dust.rotation.y = degToRad(swayX) * 0.6;\n\n composer.render();\n }\n\n function onSeek(event) {\n const time = clamp(Number(event.detail?.time) || 0, 0, DUR);\n const timeline = window.__timelines[\"canopy-part-title\"];\n timeline.totalTime(time, true);\n renderAt(time);\n }\n window.addEventListener(\"hf-seek\", onSeek);\n window.__cptInstance = {\n dispose() {\n if (disposed) return;\n disposed = true;\n window.removeEventListener(\"hf-seek\", onSeek);\n const resources = new Set();\n scene.traverse((object) => {\n if (object.geometry) resources.add(object.geometry);\n for (const mat of [object.material].flat().filter(Boolean)) {\n resources.add(mat);\n for (const value of Object.values(mat)) if (value?.isTexture) resources.add(value);\n }\n });\n for (const mat of dofDepthMaterials.values()) resources.add(mat);\n for (const resource of resources) resource.dispose();\n bokehPass.dispose();\n composer.dispose();\n renderer.dispose();\n renderer.forceContextLoss();\n window.__cptRender = null;\n },\n };\n window.__cptRender = renderAt;\n\n const tl = window.__timelines[\"canopy-part-title\"];\n // Compile every leaf material before the first time sample. Hidden leaves\n // otherwise compile on their first visible seek with uTime=0, making that\n // frame differ from a later seek to the same time.\n for (const { group } of leaves) group.visible = true;\n renderer.compile(scene, camera);\n renderAt(0);\n renderAt(window.__hfThreeTime ?? (tl ? tl.time() : 0));\n /* Draw across the timeline and flush the GPU before ready, so shader links\n and texture uploads land in the readiness gate, not the first visible frames. */\n async function warmGpu() {\n const dur = tl ? tl.duration() : 0;\n for (const f of [0.25, 0.5, 0.75]) {\n await new Promise((resolve) => setTimeout(resolve, 0));\n renderAt(dur * f);\n }\n renderAt(tl ? tl.time() : 0);\n renderer.getContext().finish();\n }\n window.__hf = window.__hf || {};\n window.__hf.buildReady = window.__hf.buildReady || {};\n if (document.fonts && document.fonts.ready) {\n window.__cptReady = Promise.all([\n document.fonts.load(`${FONT_WEIGHT} 100px \"${FONT}\"`).catch(() => {}),\n document.fonts.ready,\n ])\n .then(() => {\n if (disposed) return;\n plane1.retex(HEADLINE1);\n plane2.retex(HEADLINE2);\n renderAt(tl ? tl.time() : 0);\n return warmGpu();\n })\n .catch(() => {});\n window.__hf.buildReady[\"canopy-part-title\"] = window.__cptReady;\n } else {\n window.__hf.buildReady[\"canopy-part-title\"] = warmGpu();\n }\n </script>\n </body>\n</html>\n"}