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* fix(docs): load the player from latest, not a pinned minor The catalog pages pinned the player CDN URL to a minor line, and that pin sat one line behind after the last release. Every page kept rendering, on the older build, so nothing surfaced it: the only symptom was that a fix published to npm never appeared on the docs. The generator derived its pin from the player's package.json, which is correct only if every page is regenerated on the release that moves it. That is the step that did not happen, and it has to happen across 175 generated pages plus three hand-written files for the pin to be true. A version carried in step across 178 places will be stale, and stale here is silent. Ask for latest instead and there is nothing to carry. This costs the ability to hold the docs back from a bad player release. Paid deliberately: the pin did not buy that either, it only delayed the good releases too. A test asserts no pinned version comes back, and fails if it stops finding the references at all, so it cannot pass by matching nothing. * refactor(scripts): list tracked files instead of walking the tree The pin guard hand-rolled a recursive directory walk with its own skip list and size cap, which the audit flagged: helpers living in a test file earn no coverage, so their complexity lands straight on the CRAP score. git already knows which files to read, and ignores node_modules and build output for us, so one call replaces the walker and both findings go away.
660 lines
24 KiB
Plaintext
660 lines
24 KiB
Plaintext
---
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title: "Code 3D Extrude"
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description: "Syntax-highlighted code on a lit, beveled 3D slab that rotates through real space and settles to a readable rest — true WebGL depth and lighting, not a 2D transform."
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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-3d-extrude 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@latest/dist/hyperframes-player.global.js"><\/script></head><body><script>fetch("/public/catalog/blocks/code-3d-extrude.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-3d-extrude.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-3d-extrude" item="code-3d-extrude" />
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That writes one file: `compositions/code-3d-extrude.html`.
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## Source
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<Accordion title={`code-3d-extrude.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 3D Extrude</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-3d-extrude"
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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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feature: {
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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: 'async function loadConfig(path) {\n const raw = await readFile(path, "utf8")\n const config = JSON.parse(raw)\n return validate(config)\n}',
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tokens: [
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{
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key: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-0",
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content: "async",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-2",
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content: "function",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-4",
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content: "loadConfig",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-6",
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content: "path",
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color: "#FFAB70",
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fontStyle: 0,
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},
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{
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key: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-10",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-11",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-12",
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content: "raw",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-13",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-14",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-16",
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content: "await",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-17",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-18",
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content: "readFile",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-19",
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content: "(path,",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-20",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-21",
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content: '"utf8"',
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color: "#9ECBFF",
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fontStyle: 0,
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},
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{
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key: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-22",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-23",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-24",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-25",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-26",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-27",
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content: "config",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-28",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-29",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-30",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-31",
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content: "JSON",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-32",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-33",
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content: "parse",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-34",
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content: "(raw)",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-35",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-36",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-37",
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content: "return",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-38",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-39",
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content: "validate",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-40",
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content: "(config)",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-41",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-42",
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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: "SPx9u4TyzfMqSHpbjPHnWFQU8lPVEPieF6W5Vtu-bNA-43",
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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-3d-extrude",
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effect: "extrude",
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seq: "feature",
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duration: 8,
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seed: 7,
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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;
|
|
for (var k = 0; k < lines[li].length; k++) {
|
|
var tok = lines[li][k];
|
|
ctx.fillStyle = tok.color;
|
|
ctx.fillText(tok.content, x, y);
|
|
x += ctx.measureText(tok.content).width;
|
|
}
|
|
}
|
|
return {
|
|
canvas: canvas,
|
|
W: W,
|
|
H: H,
|
|
lines: lines.length,
|
|
lineH: lineH,
|
|
padY: padY,
|
|
fontPx: fontPx,
|
|
};
|
|
}
|
|
|
|
function fxExtrude(THREE, scene, camera, renderer, state, st, tl, dur) {
|
|
scene.background = new THREE.Color(0x05070b);
|
|
var code = drawCodeToCanvas(state, {
|
|
fontPx: 38,
|
|
lineH: 56,
|
|
padX: 80,
|
|
padY: 70,
|
|
weight: 600,
|
|
});
|
|
var tex = new THREE.CanvasTexture(code.canvas);
|
|
tex.minFilter = THREE.LinearFilter;
|
|
tex.magFilter = THREE.LinearFilter;
|
|
tex.generateMipmaps = false;
|
|
|
|
var aspect = code.W / code.H;
|
|
var slabH = 6.2;
|
|
var slabW = slabH * aspect;
|
|
var depth = 0.5;
|
|
|
|
// beveled slab: rounded extruded rectangle
|
|
var hw = slabW / 2;
|
|
var hh = slabH / 2;
|
|
var r = 0.18;
|
|
var shape = new THREE.Shape();
|
|
shape.moveTo(-hw + r, -hh);
|
|
shape.lineTo(hw - r, -hh);
|
|
shape.quadraticCurveTo(hw, -hh, hw, -hh + r);
|
|
shape.lineTo(hw, hh - r);
|
|
shape.quadraticCurveTo(hw, hh, hw - r, hh);
|
|
shape.lineTo(-hw + r, hh);
|
|
shape.quadraticCurveTo(-hw, hh, -hw, hh - r);
|
|
shape.lineTo(-hw, -hh + r);
|
|
shape.quadraticCurveTo(-hw, -hh, -hw + r, -hh);
|
|
var geo = new THREE.ExtrudeGeometry(shape, {
|
|
depth: depth,
|
|
bevelEnabled: true,
|
|
bevelThickness: 0.12,
|
|
bevelSize: 0.1,
|
|
bevelSegments: 3,
|
|
steps: 1,
|
|
});
|
|
geo.center();
|
|
// UVs from ExtrudeGeometry don't map the texture nicely to the face; remap front-face UVs from XY bounds.
|
|
geo.computeBoundingBox();
|
|
var bb = geo.boundingBox;
|
|
var sizeX = bb.max.x - bb.min.x;
|
|
var sizeY = bb.max.y - bb.min.y;
|
|
var pos = geo.attributes.position;
|
|
var uv = geo.attributes.uv;
|
|
for (var vi = 0; vi < pos.count; vi++) {
|
|
uv.setXY(vi, (pos.getX(vi) - bb.min.x) / sizeX, (pos.getY(vi) - bb.min.y) / sizeY);
|
|
}
|
|
uv.needsUpdate = true;
|
|
|
|
// Face is an unlit "screen" — shows the exact vivid Shiki colors (no PBR/emissive wash).
|
|
// The 3D read comes from the lit, beveled EDGES + perspective, like a glowing monitor.
|
|
var faceMat = new THREE.MeshBasicMaterial({ map: tex });
|
|
var edgeMat = new THREE.MeshStandardMaterial({
|
|
color: 0x141d2b,
|
|
roughness: 0.3,
|
|
metalness: 0.4,
|
|
});
|
|
// ExtrudeGeometry groups: 0 = front+back faces, 1 = sides. Front shows the code.
|
|
var slab = new THREE.Mesh(geo, [faceMat, edgeMat]);
|
|
scene.add(slab);
|
|
|
|
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
|
|
var key = new THREE.DirectionalLight(0xbcd4ff, 1.25);
|
|
key.position.set(5, 7, 9);
|
|
scene.add(key);
|
|
var rim = new THREE.DirectionalLight(0x4fffa0, 0.45);
|
|
rim.position.set(-7, -3, 5);
|
|
scene.add(rim);
|
|
|
|
camera.position.set(0, 0, 10);
|
|
|
|
// fit camera distance so the WHOLE slab fits (width-limited for wide code), ~78% fill
|
|
var vfov = (camera.fov * Math.PI) / 180;
|
|
var screenAspect = 1920 / 1080;
|
|
var fitH = slabH / 2 / Math.tan(vfov / 2) / 0.78;
|
|
var fitW = slabW / 2 / (Math.tan(vfov / 2) * screenAspect) / 0.78;
|
|
var fitZ = Math.max(fitH, fitW);
|
|
|
|
st.rotY = -1.0;
|
|
st.rotX = 0.4;
|
|
st.camZ = fitZ + 6;
|
|
tl.to(st, { rotY: 0, rotX: 0, camZ: fitZ, duration: dur * 0.6, ease: "power3.out" }, 0);
|
|
// gentle breathing drift at rest (subtle — stays readable)
|
|
tl.to(
|
|
st,
|
|
{ rotY: 0.06, rotX: -0.02, duration: dur * 0.4, ease: "sine.inOut" },
|
|
dur * 0.6,
|
|
);
|
|
|
|
return function () {
|
|
slab.rotation.y = st.rotY;
|
|
slab.rotation.x = st.rotX;
|
|
camera.position.z = st.camZ;
|
|
camera.lookAt(0, 0, 0);
|
|
// boot loop's render() issues the single renderer.render() — don't double-render here
|
|
};
|
|
}
|
|
|
|
// ---- dispatch + boot ------------------------------------------------------
|
|
function buildEffect(THREE, scene, camera, renderer, spec, st, tl) {
|
|
var state = T[spec.seq].states[0];
|
|
var dur = spec.duration;
|
|
if (spec.effect === "extrude")
|
|
return fxExtrude(THREE, scene, camera, renderer, state, st, tl, dur);
|
|
return function () {};
|
|
}
|
|
|
|
// Free GPU resources (renderer, geometries, materials, textures) on page teardown.
|
|
// One-shot renders exit per job so nothing leaks there; this guards long-lived
|
|
// Studio/player sessions that reload. Fires only on unload — never during capture.
|
|
function disposeGL(renderer, scene) {
|
|
scene.traverse(function (o) {
|
|
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-3d-extrude" data-composition-src="compositions/code-3d-extrude.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` `3d` `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)
|