Files
hyperframes/docs/public/catalog/blocks/rack-focus.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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{"html":"<!doctype html>\n<html lang=\"en\">\n <head>\n <meta charset=\"utf-8\" />\n <meta name=\"viewport\" content=\"width=1920, height=1080\" />\n <title>Rack Focus</title>\n <script src=\"https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js\"></script>\n <!--\n RACK FOCUS: a focus pull with real aperture bokeh.\n\n WHAT THIS NEEDS TO READ AT ALL\n ------------------------------\n A focus pull is a depth effect. It only reads when the frame holds\n content at two clearly separated depths: something near the lens and\n something far behind it. Point it at flat, single-plane content and\n nothing happens, exactly like a dolly zoom on a flat card.\n\n This block therefore carries its own depth-layered scene, a night\n exterior built from light sources spread from 1.15 m to 90 m, so it\n works standalone. Every depth is a variable: `nearfocus` is where the\n pull starts, `farfocus` is where it ends, and the scene's two subjects\n sit at those depths. Change them and the subjects move with them.\n\n WHY THIS IS NOT A BLUR\n ----------------------\n A CSS/Gaussian blur softens everything uniformly. A real defocus turns\n each point of light into an image of the APERTURE, scaled by its circle\n of confusion, so a bright point becomes a hard-edged polygon disc whose\n size grows with distance from the focal plane, and which clips to a\n cat's-eye toward the frame corners. Every light in this scene is\n splatted as an aperture-shaped sprite at its own circle of confusion.\n\n CIRCLE OF CONFUSION, from three.js BokehShader2 (MIT), Martins Upitis\n --------------------------------------------------------------------\n Read from examples/jsm/shaders/BokehShader2.js:\n\n float CoC = 0.03; // circle of confusion in mm\n // (35mm film = 0.03mm)\n float f = focalLength; // mm\n float d = fDepth * 1000.0; // focal plane in mm\n float o = depth * 1000.0; // object depth in mm\n float a = (o * f) / (o - f);\n float b = (d * f) / (d - f);\n float c = (d - f) / (d * fstop * CoC);\n blur = abs(a - b) * c;\n\n `blur` comes out in units of that 0.03 mm acceptable-sharpness circle,\n so the defocus DIAMETER on the sensor is `blur * 0.03` mm, which this\n block converts to pixels with the sensor width. Same constants, same\n formula, independently written, no code copied. This agrees with the\n Zeiss thin-lens form CoC = (f²/N)·|1/S - 1/U| for S >> f.\n\n Aperture shape is the community-standard regular-polygon boundary\n d(θ) = cos(π/n) / cos(mod(θ, 2π/n) - π/n), n = blade count (real\n irises ship 5, 6, 8 or 9 blades). Cat's-eye clipping is the aperture\n intersected with two barrel openings offset along the radial direction,\n which is the actual mechanism of mechanical vignetting.\n\n DETERMINISM\n -----------\n State at frame N is computed from N. The focal distance is a closed-form\n function of t, every circle of confusion follows from a static depth and\n that focal distance, and the scene point cloud is built once from a\n seeded PRNG. No accumulation, no clocks, no unseeded randomness.\n -->\n <style>\n *,\n *::before,\n *::after {\n margin: 0;\n padding: 0;\n box-sizing: border-box;\n }\n body {\n background: #000;\n overflow: hidden;\n }\n #rf-root {\n position: relative;\n width: 1920px;\n height: 1080px;\n overflow: hidden;\n }\n #rf-backdrop {\n position: absolute;\n inset: 0;\n background: #05060a;\n }\n #rf-canvas {\n position: absolute;\n top: 0;\n left: 0;\n width: 1920px;\n height: 1080px;\n }\n </style>\n </head>\n <body>\n <div\n id=\"rf-root\"\n data-composition-id=\"rack-focus\"\n data-root=\"true\"\n data-width=\"1920\"\n data-height=\"1080\"\n data-start=\"0\"\n data-duration=\"6\"\n data-composition-variables='[{\"id\":\"nearfocus\",\"type\":\"number\",\"label\":\"Near focal distance\",\"default\":1.2,\"min\":0.2,\"max\":100,\"step\":0.05,\"unit\":\"m\"},{\"id\":\"farfocus\",\"type\":\"number\",\"label\":\"Far focal distance\",\"default\":80,\"min\":0.3,\"max\":400,\"step\":0.5,\"unit\":\"m\"},{\"id\":\"focallength\",\"type\":\"number\",\"label\":\"Focal length\",\"default\":85,\"min\":12,\"max\":300,\"step\":1,\"unit\":\"mm\"},{\"id\":\"aperture\",\"type\":\"number\",\"label\":\"Aperture (f-number)\",\"default\":1.8,\"min\":0.95,\"max\":22,\"step\":0.05},{\"id\":\"blades\",\"type\":\"number\",\"label\":\"Aperture blades (bokeh shape)\",\"default\":6,\"min\":3,\"max\":14,\"step\":1},{\"id\":\"catseye\",\"type\":\"number\",\"label\":\"Cat eye clipping at the corners\",\"default\":0.62,\"min\":0,\"max\":1,\"step\":0.02},{\"id\":\"pullstart\",\"type\":\"number\",\"label\":\"Pull start\",\"default\":1.2,\"min\":0,\"max\":30,\"step\":0.05,\"unit\":\"s\"},{\"id\":\"pullduration\",\"type\":\"number\",\"label\":\"Pull duration\",\"default\":3.2,\"min\":0.1,\"max\":30,\"step\":0.05,\"unit\":\"s\"},{\"id\":\"pullease\",\"type\":\"string\",\"label\":\"Pull easing (GSAP ease)\",\"default\":\"power2.inOut\",\"placeholder\":\"power2.inOut\"},{\"id\":\"bokeh\",\"type\":\"number\",\"label\":\"Bokeh exposure\",\"default\":1,\"min\":0,\"max\":3,\"step\":0.05},{\"id\":\"backdrop\",\"type\":\"color\",\"label\":\"Backdrop\",\"default\":\"#05060a\"}]'\n >\n <div id=\"rf-backdrop\"></div>\n <canvas id=\"rf-canvas\" width=\"1920\" height=\"1080\"></canvas>\n\n <!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->\n <div\n id=\"rf-drv\"\n class=\"clip\"\n data-start=\"0\"\n data-duration=\"6\"\n data-track-index=\"0\"\n style=\"position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none\"\n ></div>\n </div>\n\n <script>\n (function () {\n var DUR = 6;\n var W = 1920;\n var H = 1080;\n\n // 36mm-wide sensor, 16:9 active area. Pixels per millimetre is the\n // only thing the projection needs, and it is the same on both axes.\n var SENSOR_W_MM = 36;\n var PX_PER_MM = W / SENSOR_W_MM;\n\n // BokehShader2's acceptable-sharpness circle, in mm (35mm film).\n var COC_MM = 0.03;\n\n // Defocus is clamped so a wildly out-of-range focus setting cannot\n // splat sprites the size of the frame. BokehShader2 clamps the same\n // quantity with its `maxblur` uniform.\n var MAX_COC_R_PX = 0.1 * H;\n // Smallest sprite half-width. Below roughly one pixel a splat is an\n // aliasing machine, so points in focus bottom out here.\n var MIN_R_PX = 0.75;\n\n var V = (window.__hyperframes && window.__hyperframes.getVariables()) || {};\n var CS = getComputedStyle(document.getElementById(\"rf-root\"));\n\n // The runtime defines every declared variable as `--<slug>` on the\n // root (packages/core/src/tokenSlug.ts), so a host stylesheet can\n // override one there too. Read the custom property first, fall back\n // to the declared value when it is unset.\n function raw(id) {\n var css = CS.getPropertyValue(\"--\" + id.toLowerCase()).trim();\n return css !== \"\" ? css : V[id];\n }\n function num(id, fallback) {\n var n = parseFloat(raw(id));\n return isFinite(n) ? n : fallback;\n }\n\n var NEAR = num(\"nearfocus\", 1.2);\n var FAR = num(\"farfocus\", 80);\n var FOCAL = num(\"focallength\", 85);\n var FSTOP = num(\"aperture\", 1.8);\n var BLADES = Math.max(3, Math.round(num(\"blades\", 6)));\n var CATSEYE = num(\"catseye\", 0.62);\n var PULL_START = num(\"pullstart\", 1.2);\n var PULL_DUR = Math.max(0.001, num(\"pullduration\", 3.2));\n var BOKEH = num(\"bokeh\", 1);\n var EASE_NAME = String(raw(\"pullease\") || \"power2.inOut\");\n var BACKDROP =\n typeof raw(\"backdrop\") === \"string\" && raw(\"backdrop\") ? raw(\"backdrop\") : \"#05060a\";\n\n document.getElementById(\"rf-backdrop\").style.background = BACKDROP;\n\n var EASE = gsap.parseEase(EASE_NAME) || gsap.parseEase(\"power2.inOut\");\n\n // A focus ring is roughly linear in dioptres, not in metres: a rack\n // from 1.2m to 80m spends its first millimetre of barrel rotation\n // crossing most of the distance. Interpolating 1/distance is what\n // makes the pull travel evenly instead of snapping to the far plane.\n function focusAt(t) {\n var u = Math.min(1, Math.max(0, (t - PULL_START) / PULL_DUR));\n var e = EASE(u);\n var inv = 1 / NEAR + (1 / FAR - 1 / NEAR) * e;\n return 1 / inv;\n }\n\n // ── Scene ────────────────────────────────────────────────────────\n // A night exterior: a string of practical lights right in front of\n // the lens, a lit city block far behind it, and scattered lights\n // through every depth between so the pull reads as a continuous\n // travel rather than a cut between two planes.\n\n function mulberry32(a) {\n return function () {\n a |= 0;\n a = (a + 0x6d2b79f5) | 0;\n var t = Math.imul(a ^ (a >>> 15), 1 | a);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n }\n var rnd = mulberry32(0x5eed1a3);\n function rr(lo, hi) {\n return lo + (hi - lo) * rnd();\n }\n\n // x, y in metres (y up, origin on the optical axis), z in metres,\n // r0 = the light's own physical radius in metres, b = peak\n // brightness when perfectly in focus (values above 1 are highlights\n // that clip, which is exactly why they stay visible once spread\n // across a bokeh disc), rgb = colour.\n var P = [];\n function light(x, y, z, r0, b, c) {\n P.push(x, y, z, r0, b, c[0], c[1], c[2]);\n }\n\n var TUNGSTEN = [1.0, 0.74, 0.45];\n var FILAMENT = [1.0, 0.9, 0.74];\n var WIRE = [0.86, 0.74, 0.6];\n var WARM_WIN = [1.0, 0.79, 0.52];\n var COOL_WIN = [0.6, 0.75, 1.0];\n var SIGN_A = [0.35, 0.95, 1.0];\n var SIGN_B = [1.0, 0.42, 0.72];\n\n // Half the frame's width, in metres, at depth z. Both subjects are\n // laid out against the reference framing (85mm, 1.2m / 80m) and then\n // scaled by this, so retuning the lens or either focal distance moves\n // the subjects with the frame instead of pushing them out of it.\n function halfW(z) {\n return (0.5 * SENSOR_W_MM * z) / FOCAL;\n }\n\n // Near subject: a catenary string of bulbs at `nearfocus`. The wire is\n // what makes \"sharp\" unmistakable, a one-pixel line either resolves\n // or it does not, and the filament inside each bulb is the second cue.\n var NEAR_Z = NEAR;\n var NS = halfW(NEAR_Z) / 0.25412;\n var X_END = 0.4;\n var SAG_A = 0.3;\n var SAG = 0.1;\n var COSH_END = Math.cosh(X_END / SAG_A);\n function stringY(x) {\n var s = (COSH_END - Math.cosh(x / SAG_A)) / (COSH_END - 1);\n return 0.075 - SAG * s - 0.035 * (x / X_END);\n }\n function stringZ(x) {\n return NEAR_Z + 0.05 * (x / X_END);\n }\n for (var i = 0; i < 1100; i++) {\n var wx = -0.42 + (0.84 * i) / 1099;\n light(wx * NS, stringY(wx) * NS, stringZ(wx), 0.0006 * NS, 1.4, WIRE);\n }\n for (var k = -5; k <= 5; k++) {\n var bx = k * 0.085;\n var by = stringY(bx) - 0.011;\n var bz = stringZ(bx);\n light(bx * NS, by * NS, bz, 0.006 * NS, 26, TUNGSTEN);\n light((bx - 0.0022) * NS, by * NS, bz, 0.0006 * NS, 7, FILAMENT);\n light(bx * NS, (by - 0.0022) * NS, bz, 0.0006 * NS, 7, FILAMENT);\n light((bx + 0.0022) * NS, by * NS, bz, 0.0006 * NS, 7, FILAMENT);\n }\n\n // Far subject: three lit towers plus a dense LED sign strip, sitting\n // around `farfocus`. The sign's pitch is fine enough that it only\n // resolves into separate lamps when focus actually arrives.\n var FAR_Z = FAR;\n var FS = halfW(FAR_Z) / 16.941;\n function tower(cx, hw, topY, botY, cols, rows, z, lit) {\n for (var c = 0; c < cols; c++) {\n for (var r = 0; r < rows; r++) {\n if (rnd() > lit) continue;\n var x = cx - hw + (2 * hw * (c + 0.5)) / cols;\n var y = botY + ((topY - botY) * (r + 0.5)) / rows;\n var cool = rnd() < 0.28;\n light(x, y, z + rr(-0.4, 0.4) * FS, 0.24 * FS, rr(9, 20), cool ? COOL_WIN : WARM_WIN);\n }\n }\n }\n tower(-9.5 * FS, 3.5 * FS, 9.6 * FS, -4.0 * FS, 6, 14, FAR_Z * 1.03, 0.34);\n tower(2.0 * FS, 4.5 * FS, 6.4 * FS, -4.0 * FS, 8, 12, FAR_Z * 0.98, 0.3);\n tower(12.5 * FS, 3.0 * FS, 11.0 * FS, -4.0 * FS, 5, 15, FAR_Z * 1.08, 0.36);\n for (var s = 0; s < 40; s++) {\n var sx = (-5.5 + (11 * s) / 39) * FS;\n var mixc = s / 39;\n var sc = [\n SIGN_A[0] + (SIGN_B[0] - SIGN_A[0]) * mixc,\n SIGN_A[1] + (SIGN_B[1] - SIGN_A[1]) * mixc,\n SIGN_A[2] + (SIGN_B[2] - SIGN_A[2]) * mixc,\n ];\n light(sx, -5.0 * FS, FAR_Z * 0.99, 0.1 * FS, 7, sc);\n light(sx, -5.55 * FS, FAR_Z * 0.99, 0.1 * FS, 7, sc);\n }\n\n // Everything between. Depth is drawn log-uniform between the two\n // subjects and the screen position is uniform, so the mid-ground\n // stays evenly spread whatever the two focal distances are.\n var Z_LO = Math.min(NEAR_Z, FAR_Z) * 1.9;\n var Z_HI = Math.max(NEAR_Z, FAR_Z) * 0.85;\n for (var m = 0; m < 90; m++) {\n var z = Z_LO * Math.pow(Z_HI / Z_LO, rnd());\n var halfWm = (0.5 * SENSOR_W_MM * z) / FOCAL;\n var halfHm = (halfWm * H) / W;\n var warm = rnd() < 0.66;\n light(\n rr(-1.05, 1.05) * halfWm,\n rr(-1.0, 0.75) * halfHm,\n z,\n rr(0.006, 0.05) * (z / 12),\n rr(5, 18),\n warm ? WARM_WIN : COOL_WIN,\n );\n }\n\n // ── GL ───────────────────────────────────────────────────────────\n var canvas = document.getElementById(\"rf-canvas\");\n var gl =\n canvas.getContext(\"webgl\", {\n alpha: true,\n antialias: false,\n depth: false,\n stencil: false,\n preserveDrawingBuffer: true,\n powerPreference: \"high-performance\",\n }) ||\n canvas.getContext(\"experimental-webgl\", {\n alpha: true,\n preserveDrawingBuffer: true,\n });\n\n var VERT = [\n \"precision highp float;\",\n \"attribute vec2 aCorner;\", // -1..1 quad corner\n \"attribute vec3 aPos;\", // metres, y up, z away from the lens\n \"attribute vec2 aSize;\", // x = own radius (m), y = in-focus peak\n \"attribute vec3 aColor;\",\n \"uniform vec2 uRes;\",\n \"uniform float uPxPerMm;\",\n \"uniform float uFocal;\", // mm\n \"uniform float uFocus;\", // metres\n \"uniform float uFstop;\",\n \"uniform float uCoCmm;\",\n \"uniform float uMaxR;\",\n \"uniform float uMinR;\",\n \"uniform float uCatsEye;\",\n \"uniform float uBokeh;\",\n \"varying vec2 vQ;\",\n \"varying vec3 vColor;\",\n \"varying float vGain;\",\n \"varying float vShape;\",\n \"varying float vAA;\",\n \"varying vec2 vRadial;\",\n \"varying float vCat;\",\n \"void main() {\",\n \" float z = max(aPos.z, 0.001);\",\n \" float ppm = uPxPerMm * uFocal / z;\", // pixels per metre at this depth\n \" vec2 centre = uRes * 0.5 + aPos.xy * ppm;\",\n \" float r0 = max(aSize.x * ppm, uMinR);\",\n \"\",\n \" // BokehShader2's circle of confusion, in units of uCoCmm.\",\n \" float f = uFocal;\",\n \" float d = uFocus * 1000.0;\",\n \" float o = z * 1000.0;\",\n \" float a = (o * f) / max(o - f, 1e-4);\",\n \" float b = (d * f) / max(d - f, 1e-4);\",\n \" float c = (d - f) / max(d * uFstop * uCoCmm, 1e-6);\",\n \" float blur = abs(a - b) * c;\",\n \" // -> defocus diameter in mm -> pixels -> radius.\",\n \" float cocR = min(blur * uCoCmm * uPxPerMm * 0.5, uMaxR);\",\n \"\",\n \" // A finite source convolved with the defocus disc: radii add in\",\n \" // quadrature. Flux is conserved, so peak brightness falls as the\",\n \" // inverse square of the radius. That single term is why an\",\n \" // in-focus lamp clips to white and a defocused one is a readable\",\n \" // disc instead of a smear.\",\n \" float R = sqrt(r0 * r0 + cocR * cocR);\",\n \" vGain = aSize.y * uBokeh * (r0 * r0) / (R * R);\",\n \" // Near focus the sprite is the lamp (round); far from it the\",\n \" // sprite is an image of the aperture (polygonal).\",\n \" vShape = (cocR * cocR) / (cocR * cocR + r0 * r0);\",\n \" vAA = 1.0 / max(R, 0.5);\",\n \" vColor = aColor;\",\n \" vQ = aCorner;\",\n \"\",\n \" // Mechanical vignetting: the barrel openings clip the aperture\",\n \" // harder the further the sprite sits from the optical axis.\",\n \" vec2 off = centre - uRes * 0.5;\",\n \" float rad = length(off);\",\n \" vRadial = rad > 1.0 ? off / rad : vec2(1.0, 0.0);\",\n \" vCat = uCatsEye * min(1.0, rad / (length(uRes) * 0.5));\",\n \"\",\n \" // A light spread thin enough to land under half a display code\",\n \" // value contributes nothing but fill rate. Culling it here is what\",\n \" // keeps a 900-point wire from splatting 900 invisible discs the\",\n \" // moment it goes out of focus.\",\n \" if (vGain < 0.0015) {\",\n \" gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\",\n \" return;\",\n \" }\",\n \"\",\n \" vec2 p = centre + aCorner * R;\",\n \" gl_Position = vec4((p / uRes) * 2.0 - 1.0, 0.0, 1.0);\",\n \"}\",\n ].join(\"\\n\");\n\n var FRAG = [\n \"precision highp float;\",\n \"varying vec2 vQ;\",\n \"varying vec3 vColor;\",\n \"varying float vGain;\",\n \"varying float vShape;\",\n \"varying float vAA;\",\n \"varying vec2 vRadial;\",\n \"varying float vCat;\",\n \"uniform float uBlades;\",\n \"const float PI = 3.14159265;\",\n \"void main() {\",\n \" float r = length(vQ);\",\n \" if (r > 1.0) discard;\",\n \" float th = r > 1e-5 ? atan(vQ.y, vQ.x) : 0.0;\",\n \"\",\n \" // Regular-polygon aperture boundary: circumradius 1 at a blade\",\n \" // vertex, cos(PI/n) at a blade midpoint.\",\n \" float n = uBlades;\",\n \" float seg = 2.0 * PI / n;\",\n \" float poly = cos(PI / n) / cos(mod(th, seg) - PI / n);\",\n \" float bound = mix(1.0, poly, vShape);\",\n \"\",\n \" float cov = smoothstep(bound, bound - vAA, r);\",\n \" // Two offset barrel openings cut the disc from opposite sides,\",\n \" // which is what turns a corner bokeh into a cat's eye.\",\n \" float cut = vCat * vShape;\",\n \" cov *= smoothstep(1.0, 1.0 - vAA, length(vQ - vRadial * cut));\",\n \" cov *= smoothstep(1.0, 1.0 - vAA, length(vQ + vRadial * cut));\",\n \"\",\n \" gl_FragColor = vec4(vColor * (vGain * cov), 1.0);\",\n \"}\",\n ].join(\"\\n\");\n\n var uni = {};\n var ready = false;\n var count = 0;\n\n function compile(type, src) {\n var sh = gl.createShader(type);\n gl.shaderSource(sh, src);\n gl.compileShader(sh);\n if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {\n throw new Error(\"rack-focus shader: \" + gl.getShaderInfoLog(sh));\n }\n return sh;\n }\n\n function hexToRgb(hex) {\n var h = String(hex).trim().replace(\"#\", \"\");\n if (h.length === 3) h = h[0] + h[0] + h[1] + h[1] + h[2] + h[2];\n var v = parseInt(h, 16);\n if (!isFinite(v)) return [0.02, 0.024, 0.039];\n return [((v >> 16) & 255) / 255, ((v >> 8) & 255) / 255, (v & 255) / 255];\n }\n var BG = hexToRgb(BACKDROP);\n\n if (gl) {\n var prog = gl.createProgram();\n gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERT));\n gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, FRAG));\n gl.linkProgram(prog);\n if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {\n throw new Error(\"rack-focus link: \" + gl.getProgramInfoLog(prog));\n }\n gl.useProgram(prog);\n\n // Six vertices per light: two triangles carrying the same point\n // payload and four distinct corner offsets.\n var CORNERS = [\n [-1, -1],\n [1, -1],\n [1, 1],\n [-1, -1],\n [1, 1],\n [-1, 1],\n ];\n var n = P.length / 8;\n count = n * 6;\n var STRIDE = 10;\n var data = new Float32Array(count * STRIDE);\n var w = 0;\n for (var pi = 0; pi < n; pi++) {\n var o = pi * 8;\n for (var ci = 0; ci < 6; ci++) {\n data[w++] = CORNERS[ci][0];\n data[w++] = CORNERS[ci][1];\n data[w++] = P[o];\n data[w++] = P[o + 1];\n data[w++] = P[o + 2];\n data[w++] = P[o + 3];\n data[w++] = P[o + 4];\n data[w++] = P[o + 5];\n data[w++] = P[o + 6];\n data[w++] = P[o + 7];\n }\n }\n\n var buf = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buf);\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n var BYTES = STRIDE * 4;\n [\n [\"aCorner\", 2, 0],\n [\"aPos\", 3, 8],\n [\"aSize\", 2, 20],\n [\"aColor\", 3, 28],\n ].forEach(function (spec) {\n var loc = gl.getAttribLocation(prog, spec[0]);\n gl.enableVertexAttribArray(loc);\n gl.vertexAttribPointer(loc, spec[1], gl.FLOAT, false, BYTES, spec[2]);\n });\n\n [\n \"uRes\",\n \"uPxPerMm\",\n \"uFocal\",\n \"uFocus\",\n \"uFstop\",\n \"uCoCmm\",\n \"uMaxR\",\n \"uMinR\",\n \"uCatsEye\",\n \"uBlades\",\n \"uBokeh\",\n ].forEach(function (nm) {\n uni[nm] = gl.getUniformLocation(prog, nm);\n });\n\n gl.viewport(0, 0, W, H);\n gl.uniform2f(uni.uRes, W, H);\n gl.uniform1f(uni.uPxPerMm, PX_PER_MM);\n gl.uniform1f(uni.uFocal, FOCAL);\n gl.uniform1f(uni.uFstop, FSTOP);\n gl.uniform1f(uni.uCoCmm, COC_MM);\n gl.uniform1f(uni.uMaxR, MAX_COC_R_PX);\n gl.uniform1f(uni.uMinR, MIN_R_PX);\n gl.uniform1f(uni.uCatsEye, CATSEYE);\n gl.uniform1f(uni.uBlades, BLADES);\n gl.uniform1f(uni.uBokeh, BOKEH);\n\n // Light adds to light. Overlapping bokeh discs are brighter where\n // they cross, which is the whole texture of a bokeh field.\n gl.disable(gl.DEPTH_TEST);\n gl.enable(gl.BLEND);\n gl.blendFunc(gl.ONE, gl.ONE);\n ready = true;\n }\n\n // Every frame is computed from t alone: the focal distance is a\n // closed-form function of t, and each sprite's circle of confusion\n // falls out of its own static depth and that distance.\n function draw(t) {\n if (!ready) return;\n gl.uniform1f(uni.uFocus, focusAt(t));\n gl.clearColor(BG[0], BG[1], BG[2], 1);\n gl.clear(gl.COLOR_BUFFER_BIT);\n gl.drawArrays(gl.TRIANGLES, 0, count);\n gl.flush();\n }\n\n window.__timelines = window.__timelines || {};\n var tl = gsap.timeline({ paused: true });\n\n // The canvas is repainted from a property SETTER, not from onUpdate:\n // gsap's seek(t) suppresses events by default, so an onUpdate callback\n // silently never fires on a scrub and the canvas freezes on frame 0.\n // Tweened values are always written during render, suppressed or not,\n // so this fires on every seek, and hands us the frame time directly.\n var driver = { _t: 0 };\n Object.defineProperty(driver, \"t\", {\n get: function () {\n return this._t;\n },\n set: function (v) {\n this._t = v;\n draw(v);\n },\n });\n tl.to(driver, { t: DUR, duration: DUR, ease: \"none\" }, 0);\n window.__timelines[\"rack-focus\"] = tl;\n\n draw(0);\n })();\n </script>\n </body>\n</html>\n"}