mirror of
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Restores the 208 catalog items reverted after their previews 404'd in production, this time on the payload mechanism rather than the .html files that caused the outage. The generator no longer writes a preview document to docs/public. That writer, and the machinery under it, existed only to produce files the docs host discards, so it is gone rather than bypassed. Items now embed the composition itself via a payload, which is what the previous change already does for the items that were already in the catalog. The variables explorer is parked, not restored: it drove its preview through the same unpublished .html path, so it would have shown an empty frame. Items that declare variables get the live player plus the static variables table, and reconnecting the explorer to payloads is a follow-up.
526 lines
19 KiB
Plaintext
526 lines
19 KiB
Plaintext
---
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title: "Code Particle Assemble"
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description: "Thousands of GPU points scatter through space and fly to the exact glyph pixels of the code, resolving into readable syntax-highlighted text — a particle system, not a token tween."
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---
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import { InstallCommand } from "/snippets/install-command.jsx";
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<iframe
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className="w-full aspect-video rounded-xl border-0 bg-zinc-100 dark:bg-zinc-800"
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title="code-particle-assemble preview"
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loading="lazy"
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srcDoc={`<!doctype html><html><head><meta charset="utf-8"><style>html,body{margin:0;height:100%;overflow:hidden;background:transparent}hyperframes-player{display:block;width:100%;height:100%}</style><script src="https://cdn.jsdelivr.net/npm/@hyperframes/player@0.7/dist/hyperframes-player.global.js"><\/script></head><body><script>fetch("/public/catalog/blocks/code-particle-assemble.json").then(function(r){return r.json()}).then(function(d){var p=document.createElement("hyperframes-player");p.setAttribute("srcdoc",d.html);p.setAttribute("controls","");p.setAttribute("autoplay","");p.setAttribute("loop","");p.setAttribute("muted","");p.setAttribute("poster","https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/code-particle-assemble.png");document.body.appendChild(p)});<\/script></body></html>`}
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/>
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## Install
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<InstallCommand command="npx hyperframes add code-particle-assemble" />
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That writes one file: `compositions/code-particle-assemble.html`.
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## Source
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<Accordion title={`code-particle-assemble.html`}>
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```html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=1920, height=1080" />
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<title>Code Particle Assemble</title>
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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html,
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body {
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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background: #05070b;
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}
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#root {
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position: relative;
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width: 1920px;
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height: 1080px;
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}
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#gl {
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position: absolute;
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inset: 0;
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width: 1920px;
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height: 1080px;
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display: block;
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}
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</style>
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</head>
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<body>
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<div
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id="root"
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data-composition-id="code-particle-assemble"
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data-start="0"
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data-duration="8"
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data-width="1920"
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data-height="1080"
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>
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<canvas id="gl" width="1920" height="1080"></canvas>
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</div>
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<script>
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window.__TOKENS = {
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assemble: {
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lang: "js",
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theme: "github-dark",
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bg: "#24292e",
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fg: "#e1e4e8",
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states: [
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{
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code: "const app = pipe(\n parse,\n optimize,\n emit,\n)",
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tokens: [
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-0",
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content: "const",
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color: "#F97583",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-1",
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content: " ",
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color: "#E1E4E8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-2",
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content: "app",
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color: "#79B8FF",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-3",
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content: " ",
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color: "#E1E4E8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-4",
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content: "=",
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color: "#F97583",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-5",
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content: " ",
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color: "#E1E4E8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-6",
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content: "pipe",
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color: "#B392F0",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-7",
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content: "(",
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color: "#E1E4E8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-8",
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content: "\n",
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color: "#e1e4e8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-9",
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content: " ",
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color: "#e1e4e8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-10",
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content: "parse,",
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color: "#E1E4E8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-11",
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content: "\n",
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color: "#e1e4e8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-12",
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content: " ",
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color: "#e1e4e8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-13",
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content: "optimize,",
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color: "#E1E4E8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-14",
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content: "\n",
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color: "#e1e4e8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-15",
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content: " ",
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color: "#e1e4e8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-16",
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content: "emit,",
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color: "#E1E4E8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-17",
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content: "\n",
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color: "#e1e4e8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-18",
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content: ")",
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color: "#E1E4E8",
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fontStyle: 0,
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},
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{
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key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-19",
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content: "\n",
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color: "#e1e4e8",
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fontStyle: 0,
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},
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],
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},
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],
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},
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};
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window.__BLOCK = {
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id: "code-particle-assemble",
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effect: "particles",
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seq: "assemble",
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duration: 8,
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seed: 23,
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};
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</script>
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<script>
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// hf-code-anim-gl.js — WebGL code-animation engine for the "crazy" Code Animations blocks.
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//
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// Bridges the baked Shiki tokens (window.__TOKENS) into Three.js: the tokens are drawn once
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// to an offscreen 2D canvas (a CanvasTexture), which then drives a lit 3D slab, a dissolve
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// shader, or a GPU particle system. Determinism per the project contract:
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// - render only via tl.eventCallback("onUpdate", …) + one initial render() — never rAF
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// - all randomness from a seeded mulberry32 — never Math.random / Date.now
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// - canvas drawn once after document.fonts.ready (final glyph metrics)
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// - paused GSAP timeline registered on window.__timelines[id]; HF seeks it per frame
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//
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// Each block sets window.__BLOCK = { id, effect, seq, duration, seed } and includes this engine.
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(function () {
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"use strict";
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var T = window.__TOKENS || {};
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// ---- seeded PRNG (no Math.random) -----------------------------------------
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function mulberry32(a) {
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return function () {
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a |= 0;
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a = (a + 0x6d2b79f5) | 0;
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var t = Math.imul(a ^ (a >>> 15), 1 | a);
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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};
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}
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// ---- split a token state into lines of {content,color} --------------------
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function splitLines(state) {
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var lines = [[]];
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for (var i = 0; i < state.tokens.length; i++) {
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var t = state.tokens[i];
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if (t.content === "\n") {
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lines.push([]);
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continue;
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}
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lines[lines.length - 1].push(t);
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}
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while (lines.length && lines[lines.length - 1].length === 0) lines.pop();
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return lines;
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}
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// ---- THE BRIDGE: draw baked tokens to an offscreen 2D canvas ---------------
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// Returns { canvas, W, H, lines, lineH, padY, fontPx } so effects can sample it.
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function drawCodeToCanvas(state, opts) {
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opts = opts || {};
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var fontPx = opts.fontPx || 36;
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var lineH = opts.lineH || 54;
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var padX = opts.padX || 70;
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var padY = opts.padY || 60;
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var weight = opts.weight || 500;
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var font = weight + " " + fontPx + 'px "JetBrains Mono", monospace';
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var lines = splitLines(state);
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var measure = document.createElement("canvas").getContext("2d");
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measure.font = font;
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var maxW = 0;
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for (var i = 0; i < lines.length; i++) {
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var w = 0;
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for (var j = 0; j < lines[i].length; j++)
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w += measure.measureText(lines[i][j].content).width;
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if (w > maxW) maxW = w;
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}
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var W = Math.max(2, Math.ceil(maxW + padX * 2));
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var H = Math.max(2, Math.ceil(lines.length * lineH + padY * 2));
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var canvas = document.createElement("canvas");
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canvas.width = W;
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canvas.height = H;
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var ctx = canvas.getContext("2d");
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if (opts.transparent) {
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ctx.clearRect(0, 0, W, H);
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} else {
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ctx.fillStyle = opts.bg || "#0b0f17";
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ctx.fillRect(0, 0, W, H);
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}
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ctx.textBaseline = "top";
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ctx.font = font;
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for (var li = 0; li < lines.length; li++) {
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var x = padX;
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var y = padY + li * lineH;
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for (var k = 0; k < lines[li].length; k++) {
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var tok = lines[li][k];
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ctx.fillStyle = tok.color;
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ctx.fillText(tok.content, x, y);
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x += ctx.measureText(tok.content).width;
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}
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}
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return {
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canvas: canvas,
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W: W,
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H: H,
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lines: lines.length,
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lineH: lineH,
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padY: padY,
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fontPx: fontPx,
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};
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}
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function fxParticles(THREE, scene, camera, renderer, state, st, tl, dur, seed) {
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scene.background = new THREE.Color(0x05070b);
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var code = drawCodeToCanvas(state, {
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fontPx: 46,
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lineH: 70,
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padX: 70,
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padY: 64,
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weight: 700,
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});
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var cw = code.W;
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var ch = code.H;
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var data = code.canvas.getContext("2d").getImageData(0, 0, cw, ch).data;
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var rng = mulberry32(((seed || 1) * 2654435761) >>> 0);
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var worldW = 13.0;
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var worldH = worldW * (ch / cw);
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// sample glyph pixels (brighter than the dark bg) on a fixed grid
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var step = 2;
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var tx = [];
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var col = [];
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for (var y = 0; y < ch; y += step) {
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for (var x = 0; x < cw; x += step) {
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var idx = (y * cw + x) * 4;
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var r = data[idx];
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var g = data[idx + 1];
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var b = data[idx + 2];
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if (r + g + b < 120) continue; // skip background
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tx.push((x / cw - 0.5) * worldW, -(y / ch - 0.5) * worldH, 0);
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col.push(r / 255, g / 255, b / 255);
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}
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}
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var n = tx.length / 3;
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var positions = new Float32Array(n * 3);
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var aOrigin = new Float32Array(n * 3);
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var aTarget = new Float32Array(tx);
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var aColor = new Float32Array(col);
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var aDelay = new Float32Array(n);
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for (var i = 0; i < n; i++) {
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var sx = (rng() * 2 - 1) * worldW * 1.15;
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var sy = (rng() * 2 - 1) * worldH * 1.7;
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var sz = (rng() * 2 - 1) * 9.0 - 2.0;
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aOrigin[i * 3] = sx;
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aOrigin[i * 3 + 1] = sy;
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aOrigin[i * 3 + 2] = sz;
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positions[i * 3] = sx;
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positions[i * 3 + 1] = sy;
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positions[i * 3 + 2] = sz;
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aDelay[i] = rng();
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}
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var geo = new THREE.BufferGeometry();
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geo.setAttribute("position", new THREE.BufferAttribute(positions, 3));
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geo.setAttribute("aOrigin", new THREE.BufferAttribute(aOrigin, 3));
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geo.setAttribute("aTarget", new THREE.BufferAttribute(aTarget, 3));
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geo.setAttribute("aColor", new THREE.BufferAttribute(aColor, 3));
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geo.setAttribute("aDelay", new THREE.BufferAttribute(aDelay, 1));
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var uniforms = { uProgress: { value: 0 }, uSize: { value: 3.4 } };
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var mat = new THREE.ShaderMaterial({
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uniforms: uniforms,
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transparent: true,
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depthTest: false,
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depthWrite: false,
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blending: THREE.NormalBlending,
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vertexShader: [
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"attribute vec3 aOrigin; attribute vec3 aTarget; attribute vec3 aColor; attribute float aDelay;",
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"uniform float uProgress; uniform float uSize;",
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"varying vec3 vColor; varying float vP;",
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"void main(){",
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" float span = 0.62;",
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" float p = clamp((uProgress - aDelay*(1.0-span)) / span, 0.0, 1.0);",
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" p = p*p*(3.0-2.0*p);",
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" vec3 pos = mix(aOrigin, aTarget, p);",
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" vec4 mv = modelViewMatrix * vec4(pos, 1.0);",
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" gl_Position = projectionMatrix * mv;",
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" gl_PointSize = uSize * (60.0 / -mv.z) * (0.45 + 0.55*p);",
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" vColor = aColor; vP = p;",
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"}",
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].join("\n"),
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fragmentShader: [
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"precision highp float;",
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"varying vec3 vColor; varying float vP;",
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"void main(){",
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" vec2 d = gl_PointCoord - 0.5;",
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" float r2 = dot(d, d);",
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" if (r2 > 0.25) discard;",
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" float a = smoothstep(0.25, 0.02, r2);",
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// brighter & whiter in flight, resolves to true color as it lands
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" vec3 c = mix(vColor + vec3(0.32)*(1.0-vP), vColor, vP);",
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" gl_FragColor = vec4(c, a * (0.7 + 0.3*vP));",
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"}",
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].join("\n"),
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});
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var pts = new THREE.Points(geo, mat);
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scene.add(pts);
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camera.position.set(0, 0, 10);
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var vfov = (camera.fov * Math.PI) / 180;
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var sa = 1920 / 1080;
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var fitH = worldH / 2 / Math.tan(vfov / 2) / 0.78;
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var fitW = worldW / 2 / (Math.tan(vfov / 2) * sa) / 0.78;
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camera.position.z = Math.max(fitH, fitW);
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camera.lookAt(0, 0, 0);
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tl.to(uniforms.uProgress, { value: 1.0, duration: dur * 0.72, ease: "power2.out" }, 0);
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// uProgress is tweened by GSAP; the boot loop's render() draws once per frame.
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return function () {};
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}
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// ---- dispatch + boot ------------------------------------------------------
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function buildEffect(THREE, scene, camera, renderer, spec, st, tl) {
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var state = T[spec.seq].states[0];
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var dur = spec.duration;
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if (spec.effect === "particles")
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return fxParticles(THREE, scene, camera, renderer, state, st, tl, dur, spec.seed);
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return function () {};
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}
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// Free GPU resources (renderer, geometries, materials, textures) on page teardown.
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// One-shot renders exit per job so nothing leaks there; this guards long-lived
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// Studio/player sessions that reload. Fires only on unload — never during capture.
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function disposeGL(renderer, scene) {
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scene.traverse(function (o) {
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if (o.geometry && o.geometry.dispose) o.geometry.dispose();
|
|
var mats = o.material ? (Array.isArray(o.material) ? o.material : [o.material]) : [];
|
|
mats.forEach(function (m) {
|
|
if (m.map && m.map.dispose) m.map.dispose();
|
|
if (
|
|
m.uniforms &&
|
|
m.uniforms.uTex &&
|
|
m.uniforms.uTex.value &&
|
|
m.uniforms.uTex.value.dispose
|
|
) {
|
|
m.uniforms.uTex.value.dispose();
|
|
}
|
|
if (m.dispose) m.dispose();
|
|
});
|
|
});
|
|
if (renderer.dispose) renderer.dispose();
|
|
}
|
|
|
|
function go() {
|
|
var spec = window.__BLOCK;
|
|
var root = document.getElementById("root");
|
|
var glcanvas = document.getElementById("gl");
|
|
var W = 1920;
|
|
var H = 1080;
|
|
window.__timelines = window.__timelines || {};
|
|
var tl = gsap.timeline({ paused: true });
|
|
window.__timelines[spec.id] = tl; // register synchronously
|
|
|
|
var THREE = window.THREE;
|
|
var renderer = new THREE.WebGLRenderer({
|
|
canvas: glcanvas,
|
|
antialias: true,
|
|
alpha: false,
|
|
preserveDrawingBuffer: true,
|
|
});
|
|
renderer.setPixelRatio(1);
|
|
renderer.setSize(W, H, false);
|
|
var scene = new THREE.Scene();
|
|
var camera = new THREE.PerspectiveCamera(45, W / H, 0.1, 200);
|
|
var st = {};
|
|
|
|
document.fonts.ready.then(function () {
|
|
var renderFn = buildEffect(THREE, scene, camera, renderer, spec, st, tl);
|
|
function render() {
|
|
renderFn();
|
|
renderer.render(scene, camera);
|
|
}
|
|
tl.eventCallback("onUpdate", render);
|
|
var dur = parseFloat(root.dataset.duration) || tl.duration();
|
|
tl.to({}, { duration: dur }, 0); // pad to full composition length
|
|
render(); // paint frame 0
|
|
window.addEventListener("beforeunload", function () {
|
|
disposeGL(renderer, scene);
|
|
});
|
|
});
|
|
}
|
|
|
|
if (document.readyState === "loading") document.addEventListener("DOMContentLoaded", go);
|
|
else go();
|
|
})();
|
|
</script>
|
|
</body>
|
|
</html>
|
|
```
|
|
|
|
</Accordion>
|
|
|
|
## Usage
|
|
|
|
After installing, add the block to your host composition:
|
|
|
|
```html
|
|
<div data-composition-id="code-particle-assemble" data-composition-src="compositions/code-particle-assemble.html" data-start="0" data-duration="8" data-track-index="1" data-width="1920" data-height="1080"></div>
|
|
```
|
|
|
|
{/* hf:generated-footer */}
|
|
|
|
Tagged `code` `code-animation` `particles` `gpu` `webgl` `developer`.
|
|
|
|
## Related topics
|
|
|
|
- [Browse the complete Catalog](/catalog)
|
|
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
|
|
- [Build a richer composition](/go-further)
|