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* 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
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{"html":"<!doctype html>\n<html\n lang=\"en\"\n data-composition-variables='[{\"id\":\"title\",\"type\":\"string\",\"label\":\"Title\",\"default\":\"BREAKTHROUGH\",\"maxLength\":18},{\"id\":\"replacementPhrase\",\"type\":\"string\",\"label\":\"3D replacement phrase (auto layout)\",\"default\":\"Lets do this sir!\",\"description\":\"Every word is preserved. Whole-word line wrapping and type size adapt to the 3D frame.\"},{\"id\":\"phraseDuration\",\"type\":\"number\",\"label\":\"Phrase transition duration (s)\",\"default\":1.85,\"min\":0.65,\"max\":2.9,\"step\":0.05,\"unit\":\"s\",\"description\":\"Total time for the letter transition, including the stagger. Lower is faster. The opening and white return keep their original timing.\"},{\"id\":\"phraseEasing\",\"type\":\"number\",\"label\":\"Transition easing (1 gentle – 8 snap)\",\"default\":8,\"min\":1,\"max\":8,\"step\":0.25,\"description\":\"Higher values keep the beginning slow and concentrate acceleration at the letter swap, then settle gently. 4 is the default.\"},{\"id\":\"settleGlitch\",\"type\":\"number\",\"label\":\"Letter settle glitch strength\",\"default\":0.2,\"min\":0,\"max\":4,\"step\":0.05,\"description\":\"Scales the deterministic block glitch and letter jitter around swap and settling. 0 disables it; 4 makes it strongest.\"},{\"id\":\"depthFog\",\"type\":\"boolean\",\"label\":\"Depth fog (early fade always on)\",\"default\":true,\"description\":\"Dims receding outlines into the dark scene. Early opacity fades remain active when fog is off.\"},{\"id\":\"subtitle\",\"type\":\"string\",\"label\":\"Subtitle\",\"default\":\"HYPERFRAMES PORTAL TITLE\",\"maxLength\":48},{\"id\":\"accent\",\"type\":\"color\",\"label\":\"Accent\",\"default\":\"#F5C518\"},{\"id\":\"burstChaos\",\"type\":\"number\",\"label\":\"Burst chaos (0-2)\",\"default\":1,\"min\":0,\"max\":2,\"step\":0.01}]'\n>\n <head><base href=\"/public/catalog/items/wireframe-portal-title/\">\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=1920, height=1080\" />\n <title>Wireframe Portal Title</title>\n <script src=\"https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js\"></script>\n <script src=\"https://cdn.jsdelivr.net/npm/clipper-lib@6.4.2/clipper.js\"></script>\n <script type=\"importmap\">\n {\n \"imports\": {\n \"three\": \"https://cdn.jsdelivr.net/npm/three@0.181.2/build/three.module.js\",\n \"three/addons/\": \"https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/\"\n }\n }\n </script>\n <style>\n @font-face {\n font-family: \"Geist\";\n src: url(\"/public/catalog/assets/09af32bab931f1cc.ttf\") format(\"truetype\");\n font-weight: 400;\n }\n @font-face {\n font-family: \"Geist\";\n src: url(\"/public/catalog/assets/4c11a19d17e7a608.ttf\") format(\"truetype\");\n font-weight: 600;\n }\n @font-face {\n font-family: \"Geist\";\n src: url(\"/public/catalog/assets/f032f37d12e82a37.ttf\") format(\"truetype\");\n font-weight: 700;\n }\n * {\n margin: 0;\n padding: 0;\n box-sizing: border-box;\n }\n html,\n body {\n margin: 0;\n width: 1920px;\n height: 1080px;\n overflow: hidden;\n background: #000;\n }\n body {\n font-family: \"Geist\", \"Inter\", system-ui, sans-serif;\n }\n #root {\n position: relative;\n width: 1920px;\n height: 1080px;\n overflow: hidden;\n }\n .clip {\n position: absolute;\n inset: 0;\n }\n /* dark underlay (never on the root itself) */\n #wpt-under {\n position: absolute;\n inset: 0;\n background: #0b0b0b;\n }\n /* ---- flat 2D title card ---- */\n #wpt-card {\n position: absolute;\n inset: 0;\n background: #e8e8e8;\n color: #0a0a0a;\n display: flex;\n flex-direction: column;\n align-items: center;\n justify-content: center;\n }\n #wpt-kicker {\n font-weight: 600;\n font-size: 22px;\n letter-spacing: 0;\n text-indent: 0;\n color: #1f1f1f;\n margin-bottom: 34px;\n display: flex;\n align-items: center;\n gap: 18px;\n }\n #wpt-headline {\n font-weight: 700;\n font-size: 176px;\n line-height: 1;\n letter-spacing: 0.03em;\n white-space: nowrap;\n color: #0a0a0a;\n }\n #wpt-headline span {\n display: inline-block;\n }\n #wpt-subtitle {\n margin-top: 40px;\n font-weight: 400;\n font-size: 34px;\n letter-spacing: 0.02em;\n color: #3d3d3d;\n }\n /* ---- canvas layers (intentionally cover the 2D card once the portal opens) ---- */\n #wpt-three,\n #wpt-warp {\n position: absolute;\n inset: 0;\n width: 1920px;\n height: 1080px;\n display: block;\n }\n #wpt-white {\n position: absolute;\n inset: 0;\n background: #ffffff;\n opacity: 0;\n display: flex;\n align-items: center;\n justify-content: center;\n }\n </style>\n </head>\n <body>\n <div\n data-hf-id=\"hf-ek69\"\n id=\"root\"\n data-composition-id=\"wireframe-portal-title\"\n data-start=\"0\"\n data-duration=\"8\"\n data-width=\"1920\"\n data-height=\"1080\"\n >\n <section\n data-hf-id=\"hf-50tz\"\n id=\"wpt-scene\"\n class=\"clip\"\n data-start=\"0\"\n data-duration=\"8\"\n data-track-index=\"1\"\n >\n <div data-hf-id=\"hf-6av1\" id=\"wpt-under\"></div>\n\n <div data-hf-id=\"hf-r32l\" id=\"wpt-card\" data-layout-allow-occlusion=\"\">\n <div data-hf-id=\"hf-0bgu\" id=\"wpt-kicker\">\n <span data-hf-id=\"hf-m027\" id=\"wpt-kicker-text\">HYPERFRAMES PRESENTS</span>\n </div>\n <h1 data-hf-id=\"hf-pwyf\" id=\"wpt-headline\"></h1>\n <div data-hf-id=\"hf-jivp\" id=\"wpt-subtitle\"></div>\n </div>\n\n <div data-hf-id=\"hf-dugk\" id=\"wpt-white\" data-layout-allow-occlusion=\"\"></div>\n </section>\n </div>\n\n <script>\n // ---- variables (safe fallback when API absent) ----\n (function () {\n var vars = {};\n try {\n if (window.__hyperframes && window.__hyperframes.getVariables) {\n vars = window.__hyperframes.getVariables() || {};\n }\n } catch (e) {}\n var title =\n String(vars.title || \"BREAKTHROUGH\")\n .trim()\n .toUpperCase() || \"BREAKTHROUGH\";\n var subtitle = String(vars.subtitle || \"HYPERFRAMES PORTAL TITLE\");\n // Preserve every word. The 3D layout wraps whole words and scales to fit.\n window.__wptPhrase =\n String(vars.replacementPhrase || \"BEYOND LIMITS\")\n .trim()\n .toUpperCase()\n .replace(/\\s+/g, \" \") || \"BEYOND LIMITS\";\n function numberVar(id, fallback, min, max) {\n var value = vars[id] === undefined ? fallback : Number(vars[id]);\n return isFinite(value) ? Math.max(min, Math.min(max, value)) : fallback;\n }\n window.__wptTransition = {\n start: 2.85,\n duration: numberVar(\"phraseDuration\", 1.85, 0.65, 2.9),\n easing: numberVar(\"phraseEasing\", 4, 1, 8),\n glitch: numberVar(\"settleGlitch\", 1, 0, 4),\n fog: vars.depthFog !== false,\n };\n var accent = String(vars.accent || \"#F5C518\");\n document.documentElement.style.setProperty(\"--wpt-accent\", accent);\n window.__wptAccent = accent;\n var bc = Number(vars.burstChaos);\n window.__wptBurstChaos = isFinite(bc) ? Math.max(0, Math.min(2, bc)) : 1;\n\n function fillHeadline(id, text, prefix) {\n var hl = document.getElementById(id);\n for (var i = 0; i < text.length; i++) {\n var ch = text[i];\n var span = document.createElement(\"span\");\n if (ch === \" \") {\n span.innerHTML = \" \";\n } else {\n span.textContent = ch;\n span.setAttribute(\"data-3d-char\", prefix + i);\n }\n hl.appendChild(span);\n }\n }\n fillHeadline(\"wpt-headline\", title, \"t-\");\n document.getElementById(\"wpt-subtitle\").textContent = subtitle;\n // Runtime canvases keep the Studio variables parser intact.\n [\"wpt-three\", \"wpt-warp\"].forEach(function (id) {\n var canvas = document.createElement(\"canvas\");\n canvas.id = id;\n canvas.width = 1920;\n canvas.height = 1080;\n document\n .getElementById(\"wpt-scene\")\n .insertBefore(canvas, document.getElementById(\"wpt-white\"));\n });\n })();\n </script>\n\n <script>\n // ---- state proxy + single paused timeline ----\n window.__timelines = window.__timelines || {};\n const S = {\n portal: 0, // 0 = flat 2D page, 1 = 3D wireframe world\n push: 0, // exit camera push through the letterforms\n glitch: 0, // block-glitch tick amount\n warp: 0, // warp-dot visibility\n travel: 0, // warp-dot accumulated z travel (world units)\n exitFx: 0, // zoom-blur / brightness lift on the way out\n };\n window.__wptState = S;\n\n const tl = gsap.timeline({ paused: true });\n\n // IN — the flat 2D card settles first (the 3D module measures letter\n // positions via offset* geometry, so these transforms don't skew it)\n tl.from(\"#wpt-kicker\", { y: -24, opacity: 0, duration: 0.45, ease: \"power3.out\" }, 0);\n tl.from(\n \"#wpt-headline span\",\n { y: 44, opacity: 0, duration: 0.5, stagger: 0.025, ease: \"power3.out\" },\n 0.03,\n );\n tl.from(\"#wpt-subtitle\", { y: 18, opacity: 0, duration: 0.45, ease: \"power3.out\" }, 0.22);\n\n // IN — portal irises open (p = 0.5 around t ~= 1.47s)\n tl.to(S, { portal: 1, duration: 2.05, ease: \"power2.inOut\" }, 0.45);\n // The 3D layer owns the copy by now. Keep the original card background\n // under the portal feather, while retiring its covered DOM text.\n tl.set([\"#wpt-headline\", \"#wpt-kicker\", \"#wpt-subtitle\"], { autoAlpha: 0 }, 2.5);\n\n // warp dots: burst through the transition, settle to a slow stream in the hold\n tl.to(S, { warp: 1, duration: 1.0, ease: \"sine.in\" }, 0.45);\n tl.to(S, { warp: 0.28, duration: 1.2, ease: \"sine.out\" }, 1.5);\n tl.to(S, { warp: 0.85, duration: 0.8, ease: \"power1.in\" }, 6.0);\n tl.to(S, { travel: 16, duration: 2.05, ease: \"sine.inOut\" }, 0.45);\n tl.to(S, { travel: 22, duration: 3.5, ease: \"none\" }, 2.5);\n tl.to(S, { travel: 38, duration: 2.0, ease: \"power2.in\" }, 6.0);\n\n // faint glitch ticks on two beats\n tl.to(S, { glitch: 0.55, duration: 0.09, ease: \"power1.in\" }, 3.8);\n tl.to(S, { glitch: 0, duration: 0.24, ease: \"power2.out\" }, 3.89);\n tl.to(S, { glitch: 0.55, duration: 0.09, ease: \"power1.in\" }, 5.2);\n tl.to(S, { glitch: 0, duration: 0.24, ease: \"power2.out\" }, 5.29);\n\n // OUT — camera pushes through and past the letterforms, frame lifts to white\n tl.to(S, { push: 1, duration: 1.6, ease: \"power2.in\" }, 6.0);\n tl.to(S, { exitFx: 1, duration: 1.6, ease: \"power2.in\" }, 6.4);\n tl.to(\"#wpt-white\", { opacity: 1, duration: 0.95, ease: \"sine.inOut\" }, 6.9);\n // The white plate is intentionally empty and fully opaque for the last hold.\n tl.addLabel(\"light-card\", 0.8);\n tl.addLabel(\"portal-alignment\", 1.47);\n tl.addLabel(\n \"phrase-handoff\",\n window.__wptTransition.start + window.__wptTransition.duration * 0.6,\n );\n tl.addLabel(\"phrase-hold\", window.__wptTransition.start + window.__wptTransition.duration);\n tl.addLabel(\"white-empty\", 7.9);\n\n tl.eventCallback(\"onUpdate\", function () {\n if (window.__wptRender) window.__wptRender(tl.time());\n });\n /* Studio's player seeks with GSAP events suppressed and dispatches an\n hf-seek CustomEvent instead — re-sync and repaint so the stage follows. */\n window.addEventListener(\"hf-seek\", function (event) {\n var d = event && event.detail;\n if (d && typeof d.time === \"number\")\n tl.totalTime(Math.min(d.time, tl.totalDuration()), true);\n var fn = tl.eventCallback(\"onUpdate\");\n if (fn) fn();\n });\n\n window.__timelines[\"wireframe-portal-title\"] = tl;\n </script>\n\n <script type=\"module\">\n import * as THREE from \"three\";\n import { FontLoader } from \"three/addons/loaders/FontLoader.js\";\n import { TTFLoader } from \"three/addons/loaders/TTFLoader.js\";\n import { EffectComposer } from \"three/addons/postprocessing/EffectComposer.js\";\n import { RenderPass } from \"three/addons/postprocessing/RenderPass.js\";\n import { ShaderPass } from \"three/addons/postprocessing/ShaderPass.js\";\n import { OutputPass } from \"three/addons/postprocessing/OutputPass.js\";\n import { LineSegments2 } from \"three/addons/lines/LineSegments2.js\";\n import { LineSegmentsGeometry } from \"three/addons/lines/LineSegmentsGeometry.js\";\n import { LineMaterial } from \"three/addons/lines/LineMaterial.js\";\n\n // ---------- seeded PRNG (replaces the experiment's Math.random) ----------\n function mulberry32(a) {\n return function () {\n a |= 0;\n a = (a + 0x6d2b79f5) | 0;\n let 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 const rand = mulberry32(20260824);\n const phraseRand = mulberry32(20260831);\n\n // ---------- params (preset 31 defaults from the experiment config) ----------\n const P = {\n gridLineColor: \"#ffffff\",\n gridSpacing: 29,\n gridSize: 500,\n gridOpacity: 0.15,\n gridFadeStart: 1,\n gridFadeEnd: 175,\n gridOffsetX: -14.5,\n gridGlowSpeed: 8.7,\n gridGlowIntensity: 1.3,\n textDepthMin: 0.28,\n textDepthMax: 2,\n letterZSpread: 4, // experiment: 9 — tightened so perspective shifts don't split the word or crop the frame\n outlineColor: \"#ffffff\",\n outlineWidth: 1.5,\n starburstPoints: 24,\n portalChromatic: 0,\n portalEdgeBlur: 0.15,\n portalIrregularity: window.__wptBurstChaos !== undefined ? window.__wptBurstChaos : 1,\n portalStartColor: \"#e8e8e8\",\n portalScale: 0.8,\n portalColorSpeed: 1.7,\n warpDotCount: 1000,\n warpDotSize: 2,\n warpDotOpacity: 0.7,\n warpDotColor: \"#888888\",\n transChromatic: 0.01,\n transZoomBlur: 3.2,\n transDistortion: 0.05,\n transBrightness: 1.6,\n transContrast: 1.25,\n transSaturation: 0,\n cameraDistance: 22,\n initialFOV: 100,\n cameraDistance3D: 66, // pulled back from the experiment's 48.5 so the full word composes in-frame at 1920x1080\n finalFOV: 72,\n contentZOffset: 30,\n vignetteIntensity: 1.7,\n chromaticAberration: 0.006,\n scanlineIntensity: 0.25,\n edgeBlur: 50,\n edgeBlurSpread: 0.15,\n glitchPower: 0.2,\n glitchSpeed: 3,\n glitchBlockSize: 15,\n glitchColorRate: 0.009,\n ambientIntensity: 0.5,\n keyLightIntensity: 4.25,\n keyLightX: 2,\n keyLightY: -2.5,\n keyLightZ: 4.5,\n bgColor: \"#000000\",\n };\n const W = 1920;\n const H = 1080;\n const ACCENT = window.__wptAccent || \"#F5C518\";\n\n // ---------- shaders (ported verbatim from the experiment) ----------\n const PortalCompositeShader = {\n uniforms: {\n tDiffuse: { value: null },\n uPortalRadius: { value: 0.0 },\n uPortalCenter: { value: new THREE.Vector2(0.5, 0.5) },\n uStarburstPoints: { value: P.starburstPoints },\n uChromaticStrength: { value: P.portalChromatic },\n uEdgeBlur: { value: P.portalEdgeBlur },\n uIrregularity: { value: P.portalIrregularity },\n uStartColor: { value: new THREE.Color(P.portalStartColor) },\n uPortalProgress: { value: 0.0 },\n uTime: { value: 0 },\n uOuterBlur: { value: 0.0 },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float uPortalRadius;\n uniform vec2 uPortalCenter;\n uniform int uStarburstPoints;\n uniform float uChromaticStrength;\n uniform float uEdgeBlur;\n uniform float uIrregularity;\n uniform vec3 uStartColor;\n uniform float uPortalProgress;\n uniform float uTime;\n uniform float uOuterBlur;\n varying vec2 vUv;\n\n float hash(float n) { return fract(sin(n) * 43758.5453); }\n\n void main() {\n vec2 uv = vUv;\n vec2 center = uPortalCenter;\n vec2 delta = uv - center;\n float dist = length(delta);\n float angle = atan(delta.y, delta.x);\n\n float points = float(uStarburstPoints);\n float spikeLength = 0.2 * uPortalRadius;\n float valleyDepth = 0.08 * uPortalRadius;\n float baseR = uPortalRadius - valleyDepth;\n\n float seed = floor(uTime * 0.4) * 7.13;\n\n // Low-frequency undulation: the base ellipse itself wobbles.\n float wob = sin(angle * 2.0 + seed * 1.7)\n * 0.45 + sin(angle * 3.0 - seed * 2.3 + 1.9) * 0.33\n + sin(angle * 5.0 + seed * 0.9 + 4.2) * 0.22;\n baseR *= 1.0 + wob * 0.16 * uIrregularity;\n\n // Warp the angle before segmenting: spikes cluster and gap\n // instead of sitting on an even sunburst lattice.\n float aw = angle\n + (sin(angle * 3.0 + seed + 0.7) * 0.55\n + sin(angle * 5.0 - seed * 1.3 + 2.3) * 0.35)\n * 0.45 * uIrregularity;\n\n float segAngle = 6.28318 / points;\n float localAngle = mod(aw + 3.14159, segAngle);\n float segIndex = floor((aw + 3.14159) / segAngle);\n\n float t = localAngle / segAngle;\n\n // Per-spike character: off-centre tips, fat-to-needle sharpness,\n // broad length spread with occasional dominant spikes.\n float h1 = hash(segIndex * 17.3 + seed);\n float h2 = hash(segIndex * 31.7 + seed + 5.1);\n float h3 = hash(segIndex * 47.9 + seed + 9.7);\n float tip = mix(0.5, mix(0.2, 0.8, h2), min(uIrregularity, 1.0));\n float spike = t < tip ? t / max(tip, 1e-3)\n : (1.0 - t) / max(1.0 - tip, 1e-3);\n spike = pow(clamp(spike, 0.0, 1.0),\n mix(1.0, mix(0.55, 3.2, h3), min(uIrregularity, 1.0)));\n float lenVar = mix(0.35, 1.15, h1) + pow(h2, 6.0) * 1.8;\n float spikeScale = mix(1.0, lenVar, min(uIrregularity, 1.5));\n\n float thisSpike = spike * spikeLength * spikeScale;\n float starShape = baseR + thisSpike;\n\n float feather = max(0.002, uEdgeBlur);\n float mask = smoothstep(starShape + feather, starShape - feather, dist);\n\n if (mask < 0.001) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n return;\n }\n\n float edgeDist = abs(dist - starShape);\n float edgeFactor = smoothstep(feather * 3.0, 0.0, edgeDist) * uChromaticStrength;\n vec2 chrDir = normalize(delta + 0.001) * edgeFactor;\n\n float r = texture2D(tDiffuse, uv + chrDir).r;\n float g = texture2D(tDiffuse, uv).g;\n float b = texture2D(tDiffuse, uv - chrDir).b;\n vec3 sceneColor = vec3(r, g, b);\n\n gl_FragColor = vec4(sceneColor, mask);\n }\n `,\n };\n\n const TransitionFXShader = {\n uniforms: {\n tDiffuse: { value: null },\n uTransAmount: { value: 0.0 },\n uChromatic: { value: P.transChromatic },\n uZoomBlur: { value: P.transZoomBlur },\n uDistortion: { value: P.transDistortion },\n uBrightness: { value: P.transBrightness },\n uContrast: { value: P.transContrast },\n uSaturation: { value: P.transSaturation },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float uTransAmount;\n uniform float uChromatic;\n uniform float uZoomBlur;\n uniform float uDistortion;\n uniform float uBrightness;\n uniform float uContrast;\n uniform float uSaturation;\n varying vec2 vUv;\n\n void main() {\n if (uTransAmount < 0.001) {\n gl_FragColor = texture2D(tDiffuse, vUv);\n return;\n }\n\n vec2 uv = vUv;\n vec2 center = uv - 0.5;\n float dist = length(center);\n\n vec2 distortedUV = uv + center * dist * dist * uDistortion * uTransAmount;\n distortedUV = clamp(distortedUV, 0.0, 1.0);\n\n vec3 color = vec3(0.0);\n float totalWeight = 0.0;\n float blurAmount = uZoomBlur * uTransAmount * 0.1;\n for (int i = 0; i < 10; i++) {\n float t = float(i) / 9.0;\n float weight = 1.0 - t * 0.6;\n vec2 sampleUV = clamp(distortedUV + center * blurAmount * t, 0.0, 1.0);\n color += texture2D(tDiffuse, sampleUV).rgb * weight;\n totalWeight += weight;\n }\n color /= totalWeight;\n\n float caAmount = uChromatic * uTransAmount;\n vec2 caDir = normalize(center + 0.001) * caAmount;\n color.r = mix(color.r, texture2D(tDiffuse, clamp(distortedUV + caDir, 0.0, 1.0)).r, uTransAmount);\n color.b = mix(color.b, texture2D(tDiffuse, clamp(distortedUV - caDir, 0.0, 1.0)).b, uTransAmount);\n\n float brightness = mix(1.0, uBrightness, uTransAmount);\n color *= brightness;\n\n float contrast = mix(1.0, uContrast, uTransAmount);\n color = (color - 0.5) * contrast + 0.5;\n\n float saturation = mix(1.0, uSaturation, uTransAmount);\n float lum = dot(color, vec3(0.299, 0.587, 0.114));\n color = mix(vec3(lum), color, saturation);\n\n gl_FragColor = vec4(clamp(color, 0.0, 1.0), texture2D(tDiffuse, uv).a);\n }\n `,\n };\n\n const GlitchShader = {\n uniforms: {\n tDiffuse: { value: null },\n uTime: { value: 0 },\n uShakePower: { value: 0.0 },\n uShakeRate: { value: 0.0 },\n uShakeSpeed: { value: P.glitchSpeed },\n uShakeBlockSize: { value: P.glitchBlockSize },\n uShakeColorRate: { value: 0.0 },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float uTime;\n uniform float uShakePower;\n uniform float uShakeRate;\n uniform float uShakeSpeed;\n uniform float uShakeBlockSize;\n uniform float uShakeColorRate;\n varying vec2 vUv;\n\n float random(float seed) {\n return fract(543.2543 * sin(dot(vec2(seed, seed), vec2(3525.46, -54.3415))));\n }\n\n void main() {\n float enable_shift = float(\n random(trunc(uTime * uShakeSpeed)) < uShakeRate\n );\n\n vec2 fixed_uv = vUv;\n fixed_uv.x += (\n random(\n (trunc(vUv.y * uShakeBlockSize) / uShakeBlockSize) + uTime\n ) - 0.5\n ) * uShakePower * enable_shift;\n\n vec4 pixel_color = texture2D(tDiffuse, fixed_uv);\n pixel_color.r = mix(\n pixel_color.r,\n texture2D(tDiffuse, fixed_uv + vec2(uShakeColorRate, 0.0)).r,\n enable_shift\n );\n pixel_color.b = mix(\n pixel_color.b,\n texture2D(tDiffuse, fixed_uv + vec2(-uShakeColorRate, 0.0)).b,\n enable_shift\n );\n\n gl_FragColor = pixel_color;\n }\n `,\n };\n\n const EdgeBlurShader = {\n uniforms: {\n tDiffuse: { value: null },\n uDirection: { value: new THREE.Vector2(1, 0) },\n uBlurAmount: { value: 0.0 },\n uSpread: { value: P.edgeBlurSpread },\n uResolution: { value: new THREE.Vector2(W, H) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 uDirection;\n uniform float uBlurAmount;\n uniform float uSpread;\n uniform vec2 uResolution;\n varying vec2 vUv;\n\n void main() {\n vec2 center = vUv - 0.5;\n float dist = length(center);\n float blurStart = (1.0 - uSpread) * 0.5;\n float edgeFactor = smoothstep(blurStart, blurStart + 0.3, dist);\n float radius = edgeFactor * uBlurAmount;\n\n if (radius < 0.5) {\n gl_FragColor = texture2D(tDiffuse, vUv);\n return;\n }\n\n vec2 texelSize = 1.0 / uResolution;\n vec2 step = uDirection * texelSize * radius;\n\n vec4 result = vec4(0.0);\n result += texture2D(tDiffuse, vUv - step * 6.0) * 0.002;\n result += texture2D(tDiffuse, vUv - step * 5.0) * 0.009;\n result += texture2D(tDiffuse, vUv - step * 4.0) * 0.028;\n result += texture2D(tDiffuse, vUv - step * 3.0) * 0.066;\n result += texture2D(tDiffuse, vUv - step * 2.0) * 0.121;\n result += texture2D(tDiffuse, vUv - step * 1.0) * 0.175;\n result += texture2D(tDiffuse, vUv) * 0.198;\n result += texture2D(tDiffuse, vUv + step * 1.0) * 0.175;\n result += texture2D(tDiffuse, vUv + step * 2.0) * 0.121;\n result += texture2D(tDiffuse, vUv + step * 3.0) * 0.066;\n result += texture2D(tDiffuse, vUv + step * 4.0) * 0.028;\n result += texture2D(tDiffuse, vUv + step * 5.0) * 0.009;\n result += texture2D(tDiffuse, vUv + step * 6.0) * 0.002;\n\n gl_FragColor = result;\n }\n `,\n };\n\n const PostFXShader = {\n uniforms: {\n tDiffuse: { value: null },\n uVignetteIntensity: { value: 0.0 },\n uChromaticAberration: { value: 0.0 },\n uScanlineIntensity: { value: 0.0 },\n uTime: { value: 0.0 },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float uVignetteIntensity;\n uniform float uChromaticAberration;\n uniform float uScanlineIntensity;\n uniform float uTime;\n varying vec2 vUv;\n\n void main() {\n vec2 uv = vUv;\n vec2 center = uv - 0.5;\n float dist = length(center);\n float dist2 = dot(center, center);\n\n float edgeFactor = smoothstep(0.2, 0.6, dist);\n float caStrength = uChromaticAberration * edgeFactor;\n vec2 caDir = normalize(center + 0.001) * caStrength;\n vec3 color;\n color.r = texture2D(tDiffuse, clamp(uv + caDir, 0.0, 1.0)).r;\n color.g = texture2D(tDiffuse, uv).g;\n color.b = texture2D(tDiffuse, clamp(uv - caDir, 0.0, 1.0)).b;\n\n float scanline = sin(uv.y * 800.0 + uTime * 2.0) * 0.5 + 0.5;\n scanline = pow(scanline, 8.0) * uScanlineIntensity;\n color -= scanline * 0.08;\n float noiseLine = fract(sin(floor(uv.y * 400.0 + uTime * 5.0) * 43758.5453)) * uScanlineIntensity * 0.03;\n color += noiseLine;\n\n float vignette = 1.0 - dist2 * uVignetteIntensity;\n vignette = smoothstep(0.0, 0.5, clamp(vignette, 0.0, 1.0));\n color *= vignette;\n\n gl_FragColor = vec4(color, texture2D(tDiffuse, uv).a);\n }\n `,\n };\n\n const GridLineShader = {\n uniforms: {\n uColor: { value: new THREE.Color(P.gridLineColor) },\n uOpacity: { value: P.gridOpacity },\n uFadeStart: { value: P.gridFadeStart },\n uFadeEnd: { value: P.gridFadeEnd },\n uCameraPos: { value: new THREE.Vector3() },\n uTime: { value: 0.0 },\n uGlowSpeed: { value: P.gridGlowSpeed },\n uGlowIntensity: { value: P.gridGlowIntensity },\n },\n vertexShader: `\n varying vec3 vWorldPos;\n void main() {\n vec4 worldPos = modelMatrix * vec4(position, 1.0);\n vWorldPos = worldPos.xyz;\n gl_Position = projectionMatrix * viewMatrix * worldPos;\n }\n `,\n fragmentShader: `\n uniform vec3 uColor;\n uniform float uOpacity;\n uniform float uFadeStart;\n uniform float uFadeEnd;\n uniform vec3 uCameraPos;\n uniform float uTime;\n uniform float uGlowSpeed;\n uniform float uGlowIntensity;\n varying vec3 vWorldPos;\n\n float hash(float n) { return fract(sin(n) * 43758.5453); }\n\n void main() {\n float dist = distance(vWorldPos, uCameraPos);\n float fade = 1.0 - smoothstep(uFadeStart, uFadeEnd, dist);\n if (fade < 0.01) discard;\n\n float dotGlow = 0.0;\n float dotRadius = 0.4;\n\n for (int d = 0; d < 5; d++) {\n float di = float(d);\n float seedX = hash(floor(vWorldPos.y * 10.0) * 137.0 + floor(vWorldPos.z * 10.0) * 311.0 + di * 73.0);\n float dotPosX = mod(uTime * uGlowSpeed * (0.5 + seedX * 2.0) + seedX * 200.0, 300.0) - 150.0;\n dotGlow += exp(-pow((vWorldPos.x - dotPosX) / dotRadius, 2.0)) * 0.5;\n\n float seedY = hash(floor(vWorldPos.x * 10.0) * 173.0 + floor(vWorldPos.z * 10.0) * 271.0 + di * 91.0);\n float dotPosY = mod(uTime * uGlowSpeed * (0.5 + seedY * 2.0) + seedY * 200.0, 300.0) - 150.0;\n dotGlow += exp(-pow((vWorldPos.y - dotPosY) / dotRadius, 2.0)) * 0.5;\n\n float seedZ = hash(floor(vWorldPos.x * 10.0) * 251.0 + floor(vWorldPos.y * 10.0) * 197.0 + di * 59.0);\n float dotPosZ = mod(uTime * uGlowSpeed * (0.5 + seedZ * 2.0) + seedZ * 200.0, 300.0) - 150.0;\n dotGlow += exp(-pow((vWorldPos.z - dotPosZ) / dotRadius, 2.0)) * 0.5;\n }\n\n dotGlow *= uGlowIntensity;\n\n float finalAlpha = (uOpacity + dotGlow) * fade;\n vec3 finalColor = uColor * (1.0 + dotGlow * 3.0);\n\n gl_FragColor = vec4(finalColor, min(finalAlpha, 1.0));\n }\n `,\n };\n\n // ---------- font: local Geist Bold TTF -> three Font (blocks the load event) ----------\n const ttfBuffer = await fetch(\"/public/catalog/assets/f032f37d12e82a37.ttf\").then((r) => r.arrayBuffer());\n const font = new FontLoader().parse(new TTFLoader().parse(ttfBuffer));\n try {\n await document.fonts.ready; // DOM letter rects must be measured with the real font\n } catch (e) {}\n\n // Shrink the DOM headline if a long title overflows, BEFORE measuring spans\n for (const id of [\"wpt-headline\"]) {\n const el = document.getElementById(id);\n if (el.scrollWidth > 1760) {\n el.style.fontSize = Math.floor(176 * (1760 / el.scrollWidth)) + \"px\";\n }\n }\n\n // ---------- renderer / scenes / camera ----------\n const canvas = document.getElementById(\"wpt-three\");\n const renderer = new THREE.WebGLRenderer({\n canvas,\n antialias: true,\n alpha: true,\n stencil: true,\n preserveDrawingBuffer: true, // audit pixel-hashing + deterministic capture read the buffer back\n });\n renderer.setSize(W, H, false);\n renderer.setPixelRatio(1);\n renderer.setClearColor(0x000000, 0);\n renderer.toneMapping = THREE.NoToneMapping;\n\n const scene = new THREE.Scene();\n const gridScene = new THREE.Scene();\n const camera = new THREE.PerspectiveCamera(P.initialFOV, W / H, 0.1, 500);\n camera.position.set(0, 0, P.cameraDistance);\n camera.lookAt(0, 0, 0);\n\n // Lighting (for the floating extruded shapes)\n scene.add(new THREE.AmbientLight(0xffffff, P.ambientIntensity));\n const dirLight = new THREE.DirectionalLight(0xffffff, P.keyLightIntensity);\n dirLight.position.set(P.keyLightX, P.keyLightY, P.keyLightZ);\n scene.add(dirLight);\n\n // ---------- background plane + volumetric glow-dot grid ----------\n const bgPlaneMat = new THREE.MeshBasicMaterial({\n color: P.portalStartColor,\n side: THREE.DoubleSide,\n });\n const bgPlane = new THREE.Mesh(new THREE.PlaneGeometry(500, 500), bgPlaneMat);\n bgPlane.position.z = -100;\n bgPlane.renderOrder = -10;\n gridScene.add(bgPlane);\n\n const gridPositions = [];\n {\n const count = Math.floor(P.gridSize / P.gridSpacing);\n const he = P.gridSize;\n for (let a = -count; a <= count; a++) {\n for (let b = -count; b <= count; b++) {\n const ca = a * P.gridSpacing;\n const cb = b * P.gridSpacing;\n gridPositions.push(-he, ca, cb, he, ca, cb);\n gridPositions.push(ca, -he, cb, ca, he, cb);\n gridPositions.push(ca, cb, -he, ca, cb, he);\n }\n }\n }\n const gridGeo = new THREE.BufferGeometry();\n gridGeo.setAttribute(\"position\", new THREE.Float32BufferAttribute(gridPositions, 3));\n const gridMat = new THREE.ShaderMaterial({\n uniforms: THREE.UniformsUtils.clone(GridLineShader.uniforms),\n vertexShader: GridLineShader.vertexShader,\n fragmentShader: GridLineShader.fragmentShader,\n transparent: true,\n depthWrite: false,\n });\n const gridLines = new THREE.LineSegments(gridGeo, gridMat);\n gridLines.position.x = P.gridOffsetX;\n gridLines.visible = false;\n gridScene.add(gridLines);\n\n // ---------- floating extruded triangles (experiment's decorative shapes) ----------\n function triangleShape(size) {\n const shape = new THREE.Shape();\n const h = (size * Math.sqrt(3)) / 2;\n shape.moveTo(0, h * 0.66);\n shape.lineTo(-size / 2, -h * 0.33);\n shape.lineTo(size / 2, -h * 0.33);\n shape.closePath();\n return shape;\n }\n const floatingShapes = [];\n const shapeConfigs = [\n { size: 1.8, basePos: [-8, 5, 2], color: ACCENT },\n { size: 1.4, basePos: [7, -3, 1], color: ACCENT },\n { size: 1.0, basePos: [-6, -6, 3], color: \"#1a1a1a\" },\n { size: 1.2, basePos: [9, 6, 2], color: ACCENT },\n ];\n for (const cfg of shapeConfigs) {\n const geo = new THREE.ExtrudeGeometry(triangleShape(cfg.size), {\n depth: 0.3,\n bevelEnabled: true,\n bevelThickness: 0.02,\n bevelSize: 0.02,\n bevelSegments: 2,\n });\n geo.center();\n const mesh = new THREE.Mesh(\n geo,\n new THREE.MeshStandardMaterial({ color: cfg.color, roughness: 0.4, metalness: 0.1 }),\n );\n mesh.position.set(cfg.basePos[0], cfg.basePos[1], cfg.basePos[2]);\n mesh.userData.basePos = new THREE.Vector3(...cfg.basePos);\n scene.add(mesh);\n floatingShapes.push(mesh);\n }\n\n // ---------- 3D page content: extruded letters + flat outlined lines ----------\n const contentGroup = new THREE.Group();\n contentGroup.visible = false;\n scene.add(contentGroup);\n const textMeshes = [];\n\n // Screen px -> world units at the 2D camera (FOV 100, z 22)\n const fovRad = (P.initialFOV * Math.PI) / 180;\n const visH = 2 * P.cameraDistance * Math.tan(fovRad / 2);\n const visW = visH * (W / H);\n function rectToWorld(r) {\n return {\n x: ((r.left + r.width / 2) / W - 0.5) * visW,\n y: (0.5 - (r.top + r.height / 2) / H) * visH,\n w: (r.width / W) * visW,\n h: (r.height / H) * visH,\n };\n }\n // Transform-immune element rect (GSAP intro tweens offset elements at t=0)\n function offsetRect(el) {\n let left = el.offsetLeft;\n let top = el.offsetTop;\n let node = el.offsetParent;\n while (node && node.id !== \"wpt-card\" && node !== document.body) {\n left += node.offsetLeft;\n top += node.offsetTop;\n node = node.offsetParent;\n }\n return { left, top, width: el.offsetWidth, height: el.offsetHeight };\n }\n const lineResolution = new THREE.Vector2(W, H);\n\n // Geist glyphs contain self-overlapping junction notches (fine for nonzero-winding\n // browser fills, fatal for extrusion triangulation + EdgesGeometry). Resolve the\n // overlaps with a nonzero polygon union before extruding.\n function cleanShapes(shapes) {\n const SC = 1000;\n const cleaned = [];\n for (const shape of shapes) {\n const pts = shape.extractPoints(12);\n const paths = [pts.shape, ...pts.holes].map((ring) =>\n ring.map((p) => ({ X: Math.round(p.x * SC), Y: Math.round(p.y * SC) })),\n );\n let simp;\n try {\n simp = ClipperLib.Clipper.SimplifyPolygons(paths, ClipperLib.PolyFillType.pftNonZero);\n } catch (e) {\n cleaned.push(shape);\n continue;\n }\n const outerRings = [];\n const holeRings = [];\n for (const ring of simp) {\n if (ring.length < 3) continue;\n (ClipperLib.Clipper.Orientation(ring) ? outerRings : holeRings).push(ring);\n }\n const outShapes = outerRings.map(\n (r) => new THREE.Shape(r.map((p) => new THREE.Vector2(p.X / SC, p.Y / SC))),\n );\n for (const hr of holeRings) {\n let owner = outShapes[0];\n for (let oi = 0; oi < outerRings.length; oi++) {\n if (ClipperLib.Clipper.PointInPolygon(hr[0], outerRings[oi]) !== 0) {\n owner = outShapes[oi];\n break;\n }\n }\n if (owner)\n owner.holes.push(\n new THREE.Path(hr.map((p) => new THREE.Vector2(p.X / SC, p.Y / SC))),\n );\n }\n cleaned.push(...outShapes);\n }\n return cleaned;\n }\n\n function cleanTextGeometry(text, size, depth) {\n const shapes = cleanShapes(font.generateShapes(text, size));\n return new THREE.ExtrudeGeometry(shapes, { depth, bevelEnabled: false });\n }\n\n function createLetterAt(char, wr, random = rand) {\n const g = new THREE.Group();\n // A shared geometry size lets a reused glyph scale continuously between\n // source and target layouts, even when a long phrase needs smaller type.\n const size = 10;\n const geo = cleanTextGeometry(char, size, P.textDepthMax);\n geo.computeBoundingBox();\n const bb = geo.boundingBox;\n const geoW = bb.max.x - bb.min.x;\n const geoH = bb.max.y - bb.min.y;\n geo.center();\n const xyScale = Math.min(wr.w / (geoW || 1), wr.h / (geoH || 1));\n\n g.add(\n new THREE.Mesh(\n geo,\n new THREE.MeshBasicMaterial({\n color: \"#050505\",\n side: THREE.DoubleSide,\n transparent: true,\n }),\n ),\n );\n\n const edges = new THREE.EdgesGeometry(geo, 20);\n const lineGeo = new LineSegmentsGeometry();\n lineGeo.setPositions(edges.attributes.position.array);\n const lineMat = new LineMaterial({\n color: new THREE.Color(P.outlineColor).getHex(),\n linewidth: P.outlineWidth,\n transparent: true,\n resolution: lineResolution,\n });\n g.add(new LineSegments2(lineGeo, lineMat));\n edges.dispose();\n\n g.scale.set(xyScale, xyScale, 0.01);\n g.position.set(wr.x, wr.y, 0);\n g.userData.char = char;\n g.userData.baseX = wr.x;\n g.userData.baseY = wr.y;\n g.userData.xyScale = xyScale;\n g.userData.targetZ = (random() - 0.5) * P.letterZSpread;\n const ratio = P.textDepthMin / P.textDepthMax;\n g.userData.depthScale = ratio + random() * (1 - ratio);\n g.userData.isLetter = true;\n contentGroup.add(g);\n textMeshes.push(g);\n return g;\n }\n\n function createFlatLine(text, wr, widthMult, opacity) {\n const geo = cleanTextGeometry(text, 1, 0.02);\n geo.computeBoundingBox();\n const bb = geo.boundingBox;\n const geoW = bb.max.x - bb.min.x;\n const geoH = bb.max.y - bb.min.y;\n geo.center();\n const s = Math.min(wr.h / (geoH || 1), wr.w / (geoW || 1));\n\n const g = new THREE.Group();\n g.add(\n new THREE.Mesh(\n geo,\n new THREE.MeshBasicMaterial({\n color: \"#050505\",\n side: THREE.DoubleSide,\n transparent: true,\n }),\n ),\n );\n const edges = new THREE.EdgesGeometry(geo, 40);\n const lineGeo = new LineSegmentsGeometry();\n lineGeo.setPositions(edges.attributes.position.array);\n const lineMat = new LineMaterial({\n color: new THREE.Color(P.outlineColor).getHex(),\n linewidth: P.outlineWidth * widthMult,\n transparent: true,\n opacity: opacity,\n resolution: lineResolution,\n });\n g.add(new LineSegments2(lineGeo, lineMat));\n edges.dispose();\n\n g.scale.set(s, s, 1);\n g.position.set(wr.x, wr.y, 0);\n g.userData.baseY = wr.y;\n g.userData.isSupporting = true;\n g.userData.faceColor = g.children[0].material.color.clone();\n contentGroup.add(g);\n textMeshes.push(g);\n }\n\n // Headline letters from the DOM spans (2D card and 3D letters stay aligned)\n document.querySelectorAll(\"#wpt-headline [data-3d-char]\").forEach((span) => {\n const ch = span.textContent;\n if (!ch || ch.trim() === \"\") return;\n const r = offsetRect(span);\n if (r.width < 1 || r.height < 1) return;\n createLetterAt(ch, rectToWorld(r));\n });\n const sourceLetters = textMeshes.slice();\n // Kicker + subtitle as flat outlined lines\n const kickEl = document.getElementById(\"wpt-kicker-text\");\n if (kickEl && kickEl.textContent.trim()) {\n createFlatLine(kickEl.textContent, rectToWorld(offsetRect(kickEl)), 0.7, 0.6);\n }\n const subEl = document.getElementById(\"wpt-subtitle\");\n if (subEl && subEl.textContent.trim()) {\n createFlatLine(subEl.textContent, rectToWorld(offsetRect(subEl)), 0.7, 0.6);\n }\n\n const supportingLines = textMeshes.filter((obj) => obj.userData.isSupporting);\n const replacementLetters = [];\n const transition = window.__wptTransition;\n const clamp01 = (v) => Math.max(0, Math.min(1, v));\n const smooth = (v) => {\n const x = clamp01(v);\n return x * x * (3 - 2 * x);\n };\n\n // Typeset from font metrics, independent of any final DOM card. Search\n // whole-word wraps, maximizing readable type size in a safe 1520 x 620 box.\n // A long unbroken word shrinks intact; no words or glyphs are discarded.\n function layoutPhrase(text) {\n const measure = document.createElement(\"canvas\").getContext(\"2d\");\n measure.font = \"700 176px Geist\";\n const tracking = 176 * 0.03;\n const advance = (char) => measure.measureText(char).width + tracking;\n const width = (line) =>\n Array.from(line).reduce((sum, char) => sum + advance(char), -tracking);\n const words = text.split(\" \");\n const widest = Math.max(...words.map(width));\n const total = width(text);\n let best = null;\n // Trying each possible break-width gives several balanced candidates\n // without restricting the result to two words or a fixed line count.\n const candidates = new Set([total, widest]);\n for (let first = 0; first < words.length; first++) {\n let line = \"\";\n for (let last = first; last < words.length; last++) {\n line += (line ? \" \" : \"\") + words[last];\n candidates.add(width(line));\n }\n }\n for (const limit of candidates) {\n if (limit < widest) continue;\n const lines = [];\n let line = \"\";\n for (const word of words) {\n const next = line ? line + \" \" + word : word;\n if (line && width(next) > limit + 0.01) {\n lines.push(line);\n line = word;\n } else line = next;\n }\n if (line) lines.push(line);\n const widths = lines.map(width);\n const scale = Math.min(1, 1520 / Math.max(...widths), 620 / (lines.length * 176 * 1.18));\n const balance = Math.min(...widths) / Math.max(...widths);\n const score = scale * (0.94 + 0.06 * balance);\n if (!best || score > best.score) best = { lines, widths, scale, score };\n }\n const glyphs = [];\n const lineHeight = 176 * 1.18 * best.scale;\n best.lines.forEach((line, row) => {\n let left = (W - best.widths[row] * best.scale) / 2;\n for (const char of Array.from(line)) {\n const step = advance(char) * best.scale;\n if (char.trim())\n glyphs.push({\n char,\n row,\n rect: {\n left,\n top: H / 2 + (row - (best.lines.length - 1) / 2) * lineHeight - 88 * best.scale,\n width: (advance(char) - tracking) * best.scale,\n height: 176 * best.scale,\n },\n });\n left += step;\n }\n });\n return { ...best, glyphs };\n }\n const phraseLayout = layoutPhrase(window.__wptPhrase);\n for (const { char, rect, row } of phraseLayout.glyphs) {\n const letter = createLetterAt(char, rectToWorld(rect), phraseRand);\n // Keep spacing consistent at the hold camera while retaining real depth.\n const distance = P.cameraDistance3D - P.contentZOffset;\n const perspective = (distance - letter.userData.targetZ) / distance;\n letter.userData.baseX *= perspective;\n letter.userData.baseY *= perspective;\n letter.userData.xyScale *= perspective;\n letter.userData.row = row;\n replacementLetters.push(letter);\n }\n\n // Reuse matching letter identities first, then pair remaining glyphs by\n // spatial proximity. Extra target letters have their own distant Z origin;\n // unused source letters depart early instead of lingering until a swap.\n const slots = replacementLetters.map((to) => ({ from: null, to }));\n const remaining = new Set(sourceLetters);\n const distance = (a, b) => Math.hypot(a.baseX - b.baseX, a.baseY - b.baseY);\n for (const exactOnly of [true, false]) {\n for (const slot of slots) {\n if (slot.from) continue;\n let closest = null,\n cost = Infinity;\n for (const letter of remaining) {\n if (exactOnly && letter.userData.char !== slot.to.userData.char) continue;\n const candidateCost = distance(letter.userData, slot.to.userData);\n if (candidateCost < cost) {\n closest = letter;\n cost = candidateCost;\n }\n }\n if (closest) {\n slot.from = closest;\n remaining.delete(closest);\n }\n }\n }\n for (const from of remaining) slots.push({ from, to: null });\n slots.forEach((slot, i) => {\n const target = slot.to || slot.from;\n slot.start = slot.from\n ? slot.from.userData\n : {\n baseX: target.userData.baseX * 1.25,\n baseY: target.userData.baseY * 1.25,\n targetZ: -60 - phraseRand() * 65,\n xyScale: target.userData.xyScale,\n };\n slot.end = (slot.to || slot.from).userData;\n const rank = i / Math.max(1, replacementLetters.length - 1);\n slot.delay = clamp01(rank) * transition.duration * 0.26;\n // Keep the same object alive when the character itself does not change.\n slot.sameGlyph = !!(\n slot.from &&\n slot.to &&\n slot.from.userData.char === slot.to.userData.char\n );\n if (slot.sameGlyph) slot.to.visible = false;\n });\n\n // The adjustable power concentrates speed around the edge-on letter swap\n // at 62% of local time: slow preparation, fast handoff, then a soft settle.\n function phraseEase(progress) {\n const x = clamp01(progress);\n const a = Math.pow(x * 0.38, transition.easing);\n const b = Math.pow((1 - x) * 0.62, transition.easing);\n return a / (a + b);\n }\n function opacityFor(obj, opacity) {\n for (const child of obj.children) {\n child.material.opacity = opacity;\n child.material.depthWrite = opacity > 0.995;\n }\n }\n function depthFade(obj, amount, baseOpacity = 1) {\n const opacity = 1 - smooth((amount - 0.005) / 0.13);\n opacityFor(obj, opacity);\n const haze = transition.fog ? 1 - smooth(amount / 0.15) : 1;\n obj.children[1].material.color.set(P.outlineColor).lerp(endCol, 1 - haze);\n obj.children[1].material.opacity = baseOpacity * opacity;\n obj.visible = opacity > 0.001;\n return opacity;\n }\n\n function handoffLetters(t, portal) {\n let glitchEnvelope = 0;\n for (let i = 0; i < slots.length; i++) {\n const slot = slots[i];\n const progress = clamp01(\n (t - transition.start - slot.delay) / (transition.duration * 0.74),\n );\n const motion = phraseEase(progress);\n const incoming = motion >= 0.5;\n const start = slot.start,\n end = slot.end;\n // Spare source letters fog out during the first fraction of recession,\n // before the active letters turn. This path also runs with fog disabled.\n if (!slot.to) {\n const depart = smooth(\n (t - transition.start - (i % 3) * 0.025) / Math.min(0.75, transition.duration * 0.45),\n );\n const obj = slot.from;\n obj.position.set(start.baseX, start.baseY, start.targetZ * portal - depart * 125);\n obj.rotation.set(0, depart * 0.3, 0);\n obj.scale.set(\n start.xyScale,\n start.xyScale,\n THREE.MathUtils.lerp(0.01, start.depthScale, portal),\n );\n depthFade(obj, depart);\n continue;\n }\n const x = THREE.MathUtils.lerp(start.baseX, end.baseX, motion);\n const y =\n THREE.MathUtils.lerp(start.baseY, end.baseY, motion) +\n Math.sin(t * 0.6 + i * 0.7) * 0.12 * portal;\n // Keep the approved forward rush: the original camera pushes into\n // the wireframe world as the resolved letters accelerate toward it.\n // A small reading-order stagger carries each letter past the lens;\n // there is no backward Z travel or opacity dissolve on this exit.\n const exitDelay = (i / Math.max(1, replacementLetters.length - 1)) * 0.2;\n const flyPast = Math.pow(clamp01((t - 6.0 - exitDelay) / 1.25), 3);\n const z =\n THREE.MathUtils.lerp(start.targetZ, end.targetZ, motion) * portal -\n Math.sin(Math.PI * motion) * 1.8 +\n flyPast * 38;\n // Retire a glyph only after its full extrusion is behind the camera.\n // Before then, clipping and perspective carry the fly-through.\n const cameraSpace = new THREE.Vector3(x, y, z + P.contentZOffset * portal).applyMatrix4(\n camera.matrixWorldInverse,\n );\n const passedCamera = cameraSpace.z > P.textDepthMax * 2;\n const edge = Math.pow(Math.abs(2 * motion - 1), 0.65);\n const swapPulse = Math.exp(-Math.pow((progress - 0.62) / 0.045, 2));\n const settlePulse = Math.exp(-Math.pow((progress - 0.86) / 0.065, 2));\n glitchEnvelope = Math.max(glitchEnvelope, swapPulse * 0.65, settlePulse);\n const tick =\n Math.sin(Math.floor(t * 36) * 17.1 + i * 4.7) * settlePulse * transition.glitch;\n for (const [obj, isIncoming] of [\n [slot.from, false],\n [slot.to, true],\n ]) {\n if (!obj) continue;\n const isActive = slot.sameGlyph ? !isIncoming : incoming === isIncoming;\n // New glyphs fly up from deep Z throughout the move. They are not\n // duplicates split out of a source letter, and never disappear at the seam.\n const extra = !slot.from;\n const entrance = extra ? smooth(motion / 0.34) : 1;\n const opacity = entrance;\n obj.visible = (extra || isActive) && opacity > 0.001 && !passedCamera;\n opacityFor(obj, opacity);\n obj.position.set(x + tick * 0.12, y + tick * 0.04, z);\n obj.rotation.set(\n 0,\n slot.sameGlyph\n ? Math.sin(Math.PI * motion) * 0.55\n : extra\n ? -Math.PI * 0.75 * (1 - motion)\n : incoming\n ? -Math.PI * (1 - motion)\n : Math.PI * motion,\n tick * 0.012,\n );\n const xyScale = THREE.MathUtils.lerp(start.xyScale, end.xyScale, motion);\n obj.scale.set(\n xyScale,\n xyScale,\n THREE.MathUtils.lerp(0.01, end.depthScale, portal) *\n (extra || slot.sameGlyph ? 1 : 0.015 + 0.985 * edge),\n );\n }\n }\n return glitchEnvelope;\n }\n\n function recedeSupportingLines(t) {\n supportingLines.forEach((obj, i) => {\n const travel = smooth((t - 2.65 - i * 0.09) / 1.3);\n obj.position.z = -145 * travel;\n depthFade(obj, travel, 0.6);\n });\n }\n\n // ---------- post-processing chain (experiment pass order + glitch pass) ----------\n const renderTarget = new THREE.WebGLRenderTarget(W, H, {\n format: THREE.RGBAFormat,\n type: THREE.HalfFloatType,\n depthBuffer: true,\n samples: 4,\n });\n const composer = new EffectComposer(renderer, renderTarget);\n composer.setSize(W, H);\n\n const gridRenderPass = new RenderPass(gridScene, camera);\n gridRenderPass.clearAlpha = 0;\n composer.addPass(gridRenderPass);\n\n const contentRenderPass = new RenderPass(scene, camera);\n contentRenderPass.clear = false;\n composer.addPass(contentRenderPass);\n\n const blurPassH = new ShaderPass(EdgeBlurShader);\n blurPassH.uniforms.uDirection.value.set(1, 0);\n composer.addPass(blurPassH);\n const blurPassV = new ShaderPass(EdgeBlurShader);\n blurPassV.uniforms.uDirection.value.set(0, 1);\n composer.addPass(blurPassV);\n\n const postfxPass = new ShaderPass(PostFXShader);\n composer.addPass(postfxPass);\n\n const glitchPass = new ShaderPass(GlitchShader);\n composer.addPass(glitchPass);\n\n const transFXPass = new ShaderPass(TransitionFXShader);\n composer.addPass(transFXPass);\n\n const portalPass = new ShaderPass(PortalCompositeShader);\n portalPass.material.transparent = true;\n composer.addPass(portalPass);\n\n composer.addPass(new OutputPass());\n\n // ---------- warp dots (2D overlay canvas, pure function of state) ----------\n const warpCanvas = document.getElementById(\"wpt-warp\");\n // Keep warp-dot rasterization identical on fresh and repeated seeks.\n const wctx = warpCanvas.getContext(\"2d\", { willReadFrequently: true });\n const warpDots = [];\n {\n const count = P.warpDotCount;\n const depthLayers = Math.ceil(Math.cbrt(count) * 2);\n const sideCount = Math.ceil(Math.sqrt(count / depthLayers));\n outer: for (let iz = 0; iz < depthLayers; iz++) {\n for (let iy = 0; iy < sideCount; iy++) {\n for (let ix = 0; ix < sideCount; ix++) {\n if (warpDots.length >= count) break outer;\n warpDots.push({\n x: (ix - (sideCount - 1) / 2) * 1.0,\n y: (iy - (sideCount - 1) / 2) * 1.0,\n z: iz * 1.0 + 0.5,\n });\n }\n }\n }\n }\n const WARP_MAX_Z = Math.max(10, Math.ceil(Math.cbrt(P.warpDotCount) * 2));\n\n function drawWarpDots(S) {\n wctx.clearRect(0, 0, W, H);\n const vis = S.warp;\n if (vis < 0.01) return;\n const cx = W / 2;\n const cy = H / 2;\n for (let i = 0; i < warpDots.length; i++) {\n const d = warpDots[i];\n let z = (((d.z - S.travel) % WARP_MAX_Z) + WARP_MAX_Z) % WARP_MAX_Z;\n if (z < 0.05) z += WARP_MAX_Z;\n\n const scale = 300 / z;\n const sx = cx + d.x * scale;\n const sy = cy + d.y * scale;\n const size = (P.warpDotSize / z) * 3;\n if (size < 0.3) continue;\n if (sx < -10 || sx > W + 10 || sy < -10 || sy > H + 10) continue;\n\n const depthAlpha = Math.min(1, 2 / z);\n const alpha = depthAlpha * vis * P.warpDotOpacity;\n\n wctx.globalAlpha = alpha;\n wctx.fillStyle = P.warpDotColor;\n wctx.beginPath();\n wctx.arc(sx, sy, size, 0, Math.PI * 2);\n wctx.fill();\n\n if (z < 2 && size > 1) {\n const streakLen = (2 - z) * 20 * vis;\n const dx = sx - cx;\n const dy = sy - cy;\n const dist = Math.sqrt(dx * dx + dy * dy) || 1;\n wctx.globalAlpha = alpha * 0.3;\n wctx.beginPath();\n wctx.moveTo(sx, sy);\n wctx.lineTo(sx + (dx / dist) * streakLen, sy + (dy / dist) * streakLen);\n wctx.strokeStyle = P.warpDotColor;\n wctx.lineWidth = size * 0.5;\n wctx.stroke();\n }\n }\n wctx.globalAlpha = 1;\n }\n\n // ---------- render: everything derived from timeline time + state proxy ----------\n const startCol = new THREE.Color(P.portalStartColor);\n const endCol = new THREE.Color(P.bgColor);\n\n function renderScene(t) {\n const S = window.__wptState;\n const portal = S.portal;\n const push = S.push;\n const transAmount = 1.0 - Math.abs(portal * 2 - 1);\n const effTrans = Math.min(1, Math.max(transAmount, S.exitFx * 0.85));\n\n // Camera: FOV/distance lerp (2D -> 3D) plus exit push through the letters\n camera.fov = THREE.MathUtils.lerp(P.initialFOV, P.finalFOV, portal) + push * 10;\n camera.position.z =\n THREE.MathUtils.lerp(P.cameraDistance, P.cameraDistance3D, portal) -\n push * 52 +\n Math.sin(t * 0.34) * 1.6 * portal * (1 - push);\n const driftAmp = portal * (1 - 0.7 * push);\n camera.rotation.x = Math.cos(t * 0.47) * 0.04 * driftAmp;\n camera.rotation.y = Math.sin(t * 0.62 + 1.2) * 0.06 * driftAmp;\n camera.position.x = Math.sin(t * 0.41) * 1.4 * driftAmp;\n camera.position.y = Math.cos(t * 0.29) * 1.0 * driftAmp;\n camera.updateProjectionMatrix();\n camera.updateMatrixWorld();\n\n // Portal composite\n portalPass.uniforms.uPortalRadius.value = portal * P.portalScale;\n portalPass.uniforms.uPortalProgress.value = portal;\n portalPass.uniforms.uTime.value = t;\n\n // Vignette / scanline / CA scale with portal\n postfxPass.uniforms.uVignetteIntensity.value = P.vignetteIntensity * portal;\n postfxPass.uniforms.uChromaticAberration.value = P.chromaticAberration * portal;\n postfxPass.uniforms.uScanlineIntensity.value = P.scanlineIntensity * portal;\n postfxPass.uniforms.uTime.value = t;\n\n const blurAmount = P.edgeBlur * portal;\n blurPassH.uniforms.uBlurAmount.value = blurAmount;\n blurPassV.uniforms.uBlurAmount.value = blurAmount;\n\n // Transition FX peak at portal 0.5 + on the exit push\n transFXPass.uniforms.uTransAmount.value = effTrans;\n\n // Block glitch ticks (the handoff envelope below follows duration/easing).\n glitchPass.uniforms.uTime.value = t;\n glitchPass.uniforms.uShakePower.value = P.glitchPower * S.glitch;\n glitchPass.uniforms.uShakeRate.value = S.glitch > 0.001 ? 1.0 : 0.0;\n glitchPass.uniforms.uShakeColorRate.value = P.glitchColorRate * Math.min(1, S.glitch * 1.8);\n\n // Grid + background plane\n const showContent = portal > 0.01;\n gridLines.visible = showContent;\n contentGroup.visible = showContent;\n bgPlane.visible = showContent;\n const colorT = Math.min(1, Math.max(0, (portal - 0.15) * P.portalColorSpeed));\n bgPlaneMat.color.copy(startCol).lerp(endCol, colorT);\n gridMat.uniforms.uCameraPos.value.copy(camera.position);\n gridMat.uniforms.uTime.value = t;\n\n // Floating shapes drift\n for (let i = 0; i < floatingShapes.length; i++) {\n const mesh = floatingShapes[i];\n const base = mesh.userData.basePos;\n const phase = i * 2.17;\n mesh.position.x =\n base.x + Math.sin(t * 0.15 + phase) * 1.2 + Math.sin(t * 0.07 + phase * 3) * 0.5;\n mesh.position.y =\n base.y + Math.sin(t * 0.12 + phase * 1.4) * 0.8 + Math.cos(t * 0.09 + phase * 2) * 0.3;\n mesh.position.z =\n base.z + Math.sin(t * 0.1 + phase * 0.7) * 0.6 + P.contentZOffset * portal;\n mesh.rotation.x = Math.sin(t * 0.08 + phase) * 0.4;\n mesh.rotation.y = t * 0.05 * (i % 2 === 0 ? 1 : -1) + phase;\n mesh.rotation.z = Math.sin(t * 0.06 + phase * 1.3) * 0.3;\n }\n\n // Content: flat page -> per-letter depth and z-spread\n contentGroup.position.z = P.contentZOffset * portal;\n for (let i = 0; i < textMeshes.length; i++) {\n const obj = textMeshes[i];\n if (obj.userData.isLetter) {\n obj.position.z = obj.userData.targetZ * portal;\n const zScale = THREE.MathUtils.lerp(0.01, obj.userData.depthScale, portal);\n obj.scale.z = zScale;\n }\n obj.position.y = obj.userData.baseY + Math.sin(t * 0.6 + i * 0.7) * 0.12 * portal;\n }\n const handoffGlitch = handoffLetters(t, portal);\n recedeSupportingLines(t);\n const glitch = Math.max(S.glitch * 0.5, handoffGlitch * 0.35) * transition.glitch;\n glitchPass.uniforms.uShakePower.value = P.glitchPower * glitch;\n glitchPass.uniforms.uShakeRate.value = glitch > 0.001 ? 1 : 0;\n glitchPass.uniforms.uShakeColorRate.value = P.glitchColorRate * glitch * 1.8;\n\n if (portal < 0.001) {\n renderer.clear();\n wctx.clearRect(0, 0, W, H);\n return;\n }\n composer.render();\n drawWarpDots(S);\n }\n\n window.__wptRender = renderScene;\n const tl = window.__timelines[\"wireframe-portal-title\"];\n renderScene(tl ? tl.time() : 0);\n /* The portal is closed at t=0 and draws nothing, so the first real draw would\n link every shader mid-playback. Draw across the timeline and flush the GPU\n before ready instead. */\n window.__hf = window.__hf || {};\n window.__hf.buildReady = window.__hf.buildReady || {};\n window.__hf.buildReady[\"wireframe-portal-title\"] = (async () => {\n const warmDur = tl ? tl.duration() : 0;\n for (const f of [0.3, 0.5, 0.7]) {\n await new Promise((resolve) => setTimeout(resolve, 0));\n renderScene(warmDur * f);\n }\n renderScene(tl ? tl.time() : 0);\n renderer.getContext().finish();\n })();\n </script>\n </body>\n</html>\n"} |