Signature
An animated SVG signature effect that draws out text as if hand-written.
Preview supplied by Arlan Marat; live previews were recorded from Arlan's Vault when no published video file was available. Preview: platform recorded · rights cleared.
An interactive identity card with layered holographic foil, lagged parallax, shifting glare, and a photograph that changes color as the card tilts.
VSource LandVaultWhy it stands out
Pointer movement tilts the card while several foil layers follow at different speeds, producing spectral interference, glare, and a sense of physical depth. Hearts emerge on the lit side and the portrait changes polarity near the edge of the tilt, with controls for material, parallax, and bloom.
You are given the complete source for a self-contained web visual: "Holo".
What it is:
- Airbnb's identity card, rebuilt as a holo card for my girlfriend. Tilt it and the foil catches the light, the hearts come up on the side you turned, and her photo flips its colours.
How to use this code:
- It is a React + TypeScript component tree (Next.js App Router) that renders to an HTML canvas; the entry point is the playground component.
- Drop the files into a project under the same relative paths, mount the playground component, and it runs as-is. No external assets beyond what's inline.
- To adapt it: change the resolved word/logo, the color controls, or the experiment parameters. Ask me to modify, explain, or port any part.
- Original inspiration: https://www.airbnb.com
The full source follows, one file per block:
### holo/engine.ts
```ts
// Holo — the maths and the materials behind an identity card that catches the
// light.
//
// Four ideas carry the whole thing.
//
// ONE INPUT SHAPE. Pointer and device orientation are completely different
// signals, so both are normalised to the same { x, y } in -1..1 before
// anything reads them. Everything downstream — tilt, foil position, glare,
// sheen — derives from that one pair, which is why swapping input sources
// needs no other change.
//
// THE FOIL LAGS THE CARD. Real laminate has mass: the surface catches up to
// the card rather than moving with it. Two followers at different stiffnesses
// is what turns a gradient that tracks a cursor into a material.
//
// THE PRINT NEVER CHANGES. The card is pink, and it stays pink under every
// material. Only the foil above it changes. A preset that re-prints the card
// is a different card; a preset that changes the foil is the same card under
// a different laminate, which is the thing being demonstrated.
//
// MATERIALS ARE DATA, NOT CSS. Every material is three generic layers whose
// entire paint — image, scale, position rate, blend, filter, opacity curve —
// comes from custom properties. The stylesheet never knows which material is
// mounted, so adding a material is adding an object to the array below.
import { mediaUrl } from "../../lib/video-sources";
/** The tile photograph. Served from R2 through mediaUrl(), so the media host
* lives in exactly one place. */
const TILE_PHOTO = "/holo/kamila.webp";
/** A normalised pointer/tilt reading. (0,0) is dead centre, (1,1) bottom-right. */
export interface Vec {
x: number;
y: number;
}
/* ── Tiles ──────────────────────────────────────────────────────────────────
*
* Inline SVG rather than files: small, no extra requests, and they cannot 404.
* Three tiles are the entire asset budget for all ten materials; everything
* else is gradients.
*/
/** Scattered 4-point sparkles. Drawn TWICE per material at slightly different
* offsets: one copy is a static field, two copies beating against each other
* is what twinkles. */
const GLITTER = `url("data:image/svg+xml,%3Csvg%20xmlns%3D%27http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%27%20width%3D%27100%27%20height%3D%27100%27%20fill%3D%27%23fff%27%3E%3Cpath%20d%3D%27M34%2015.3L35.7%2019L34%2023.3L33.3%2019Z%27%20opacity%3D%270.54%27%20transform%3D%27rotate%2848%2034%2019%29%27%2F%3E%3Cpath%20d%3D%27M38%207.5L39.3%2011L38%2014.7L37.1%2011Z%27%20opacity%3D%270.52%27%20transform%3D%27rotate%2839%2038%2011%29%27%2F%3E%3Cpath%20d%3D%27M12%2010.6L13.2%2014L12%2017.4L11.1%2014Z%27%20opacity%3D%270.91%27%20transform%3D%27rotate%2811%2012%2014%29%27%2F%3E%3Cpath%20d%3D%27M26%2056.4L27.1%2061L26%2066.1L24.2%2061Z%27%20opacity%3D%270.79%27%20transform%3D%27rotate%2836%2026%2061%29%27%2F%3E%3Cpath%20d%3D%27M92%205.5L93.3%2010L92%2014.7L90.5%2010Z%27%20opacity%3D%270.64%27%20transform%3D%27rotate%2813%2092%2010%29%27%2F%3E%3Cpath%20d%3D%27M16%2028.7L17.7%2033L16%2037.6L15.0%2033Z%27%20opacity%3D%270.59%27%20transform%3D%27rotate%2852%2016%2033%29%27%2F%3E%3Cpath%20d%3D%27M62%2035.0L63.3%2039L62%2042.5L61.1%2039Z%27%20opacity%3D%270.53%27%20transform%3D%27rotate%285%2062%2039%29%27%2F%3E%3Cpath%20d%3D%27M24%2062.5L25.1%2066L24%2069.3L23.1%2066Z%27%20opacity%3D%270.66%27%20transform%3D%27rotate%2853%2024%2066%29%27%2F%3E%3Cpath%20d%3D%27M46%2028.0L47.2%2032L46%2036.8L44.6%2032Z%27%20opacity%3D%270.85%27%20transform%3D%27rotate%2822%2046%2032%29%27%2F%3E%3Cpath%20d%3D%27M57%2047.6L57.9%2052L57%2056.9L55.2%2052Z%27%20opacity%3D%270.86%27%20transform%3D%27rotate%2826%2057%2052%29%27%2F%3E%3Cpath%20d%3D%27M92%2013.0L93.3%2016L92%2019.8L91.2%2016Z%27%20opacity%3D%270.88%27%20transform%3D%27rotate%2814%2092%2016%29%27%2F%3E%3Cpath%20d%3D%27M49%205.4L50.3%209L49%2013.5L47.8%209Z%27%20opacity%3D%270.88%27%20transform%3D%27rotate%2852%2049%209%29%27%2F%3E%3Cpath%20d%3D%27M83%2029.5L84.3%2034L83%2037.8L81.8%2034Z%27%20opacity%3D%270.80%27%20transform%3D%27rotate%2852%2083%2034%29%27%2F%3E%3Cpath%20d%3D%27M46%2075.1L47.6%2080L46%2084.8L44.7%2080Z%27%20opacity%3D%270.74%27%20transform%3D%27rotate%2860%2046%2080%29%27%2F%3E%3C%2Fsvg%3E")`;
/** A dense star field for the deep-space materials. */
const STARS = `url("data:image/svg+xml,%3Csvg%20xmlns%3D%27http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%27%20width%3D%27100%27%20height%3D%27100%27%20fill%3D%27%23fff%27%3E%3Ccircle%20cx%3D%2768%27%20cy%3D%2778%27%20r%3D%270.6%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2739%27%20cy%3D%27100%27%20r%3D%270.4%27%20opacity%3D%270.4%27%2F%3E%3Ccircle%20cx%3D%2726%27%20cy%3D%2726%27%20r%3D%270.5%27%20opacity%3D%270.5%27%2F%3E%3Ccircle%20cx%3D%2711%27%20cy%3D%2733%27%20r%3D%270.5%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2720%27%20cy%3D%277%27%20r%3D%270.4%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2739%27%20cy%3D%2773%27%20r%3D%270.7%27%20opacity%3D%270.5%27%2F%3E%3Ccircle%20cx%3D%2710%27%20cy%3D%2773%27%20r%3D%270.7%27%20opacity%3D%270.5%27%2F%3E%3Ccircle%20cx%3D%2766%27%20cy%3D%2730%27%20r%3D%270.8%27%20opacity%3D%270.8%27%2F%3E%3Ccircle%20cx%3D%2779%27%20cy%3D%2795%27%20r%3D%270.4%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2773%27%20cy%3D%2780%27%20r%3D%270.5%27%20opacity%3D%270.4%27%2F%3E%3Ccircle%20cx%3D%2763%27%20cy%3D%2710%27%20r%3D%270.7%27%20opacity%3D%270.3%27%2F%3E%3Ccircle%20cx%3D%2745%27%20cy%3D%2748%27%20r%3D%270.4%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2750%27%20cy%3D%2737%27%20r%3D%270.7%27%20opacity%3D%270.8%27%2F%3E%3Ccircle%20cx%3D%2789%27%20cy%3D%2724%27%20r%3D%270.3%27%20opacity%3D%270.5%27%2F%3E%3Ccircle%20cx%3D%2711%27%20cy%3D%2771%27%20r%3D%270.4%27%20opacity%3D%270.4%27%2F%3E%3Ccircle%20cx%3D%2728%27%20cy%3D%2740%27%20r%3D%270.7%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2730%27%20cy%3D%2768%27%20r%3D%270.3%27%20opacity%3D%270.4%27%2F%3E%3Ccircle%20cx%3D%2769%27%20cy%3D%2775%27%20r%3D%270.4%27%20opacity%3D%270.3%27%2F%3E%3Ccircle%20cx%3D%2751%27%20cy%3D%2766%27%20r%3D%270.3%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2727%27%20cy%3D%279%27%20r%3D%270.4%27%20opacity%3D%270.5%27%2F%3E%3Ccircle%20cx%3D%2747%27%20cy%3D%2711%27%20r%3D%270.6%27%20opacity%3D%270.8%27%2F%3E%3Ccircle%20cx%3D%2768%27%20cy%3D%277%27%20r%3D%270.6%27%20opacity%3D%270.7%27%2F%3E%3Ccircle%20cx%3D%271%27%20cy%3D%2738%27%20r%3D%270.6%27%20opacity%3D%270.9%27%2F%3E%3Ccircle%20cx%3D%2793%27%20cy%3D%2757%27%20r%3D%270.6%27%20opacity%3D%270.9%27%2F%3E%3Ccircle%20cx%3D%2721%27%20cy%3D%2751%27%20r%3D%270.3%27%20opacity%3D%270.8%27%2F%3E%3Ccircle%20cx%3D%2765%27%20cy%3D%2721%27%20r%3D%270.4%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2775%27%20cy%3D%2714%27%20r%3D%270.5%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2726%27%20cy%3D%2788%27%20r%3D%270.7%27%20opacity%3D%270.9%27%2F%3E%3Ccircle%20cx%3D%2764%27%20cy%3D%2768%27%20r%3D%270.4%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2743%27%20cy%3D%2748%27%20r%3D%270.3%27%20opacity%3D%270.8%27%2F%3E%3Ccircle%20cx%3D%2715%27%20cy%3D%2746%27%20r%3D%270.8%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2787%27%20cy%3D%2726%27%20r%3D%270.5%27%20opacity%3D%270.5%27%2F%3E%3Ccircle%20cx%3D%2732%27%20cy%3D%2737%27%20r%3D%270.5%27%20opacity%3D%270.8%27%2F%3E%3Ccircle%20cx%3D%2797%27%20cy%3D%279%27%20r%3D%270.6%27%20opacity%3D%270.6%27%2F%3E%3Ccircle%20cx%3D%2741%27%20cy%3D%274%27%20r%3D%270.5%27%20opacity%3D%270.5%27%2F%3E%3Ccircle%20cx%3D%2737%27%20cy%3D%2759%27%20r%3D%270.5%27%20opacity%3D%270.5%27%2F%3E%3Ccircle%20cx%3D%2727%27%20cy%3D%2798%27%20r%3D%270.5%27%20opacity%3D%270.9%27%2F%3E%3Ccircle%20cx%3D%2717%27%20cy%3D%2766%27%20r%3D%270.6%27%20opacity%3D%270.7%27%2F%3E%3Ccircle%20cx%3D%2751%27%20cy%3D%2787%27%20r%3D%271.6%27%20opacity%3D%27.95%27%2F%3E%3Ccircle%20cx%3D%275%27%20cy%3D%2768%27%20r%3D%271.6%27%20opacity%3D%27.95%27%2F%3E%3Ccircle%20cx%3D%2725%27%20cy%3D%2773%27%20r%3D%271.8%27%20opacity%3D%27.95%27%2F%3E%3Ccircle%20cx%3D%2728%27%20cy%3D%2715%27%20r%3D%271.4%27%20opacity%3D%27.95%27%2F%3E%3Ccircle%20cx%3D%2759%27%20cy%3D%2744%27%20r%3D%271.3%27%20opacity%3D%27.95%27%2F%3E%3Ccircle%20cx%3D%2745%27%20cy%3D%2755%27%20r%3D%271.6%27%20opacity%3D%27.95%27%2F%3E%3C%2Fsvg%3E")`;
/** Fine monochrome noise, used to break up the flatter materials so they read
* as a printed surface rather than a clean gradient. */
const GRAIN = `url("data:image/svg+xml,%3Csvg%20xmlns%3D%27http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%27%20width%3D%27120%27%20height%3D%27120%27%3E%3Cfilter%20id%3D%27n%27%3E%3CfeTurbulence%20type%3D%27fractalNoise%27%20baseFrequency%3D%27.85%27%20numOctaves%3D%273%27%20stitchTiles%3D%27stitch%27%2F%3E%3CfeColorMatrix%20type%3D%27saturate%27%20values%3D%270%27%2F%3E%3C%2Ffilter%3E%3Crect%20width%3D%27120%27%20height%3D%27120%27%20filter%3D%27url%28%23n%29%27%20opacity%3D%27.4%27%2F%3E%3C%2Fsvg%3E")`;
/** The six spectral hues the foil runs through. High value, high saturation:
* each layer's filter crushes them hard, so starting from anything muted
* leaves nothing to crush. */
export const SUNPILLARS = [
"hsl(2, 100%, 73%)",
"hsl(53, 100%, 69%)",
"hsl(93, 100%, 69%)",
"hsl(176, 100%, 76%)",
"hsl(228, 100%, 74%)",
"hsl(283, 100%, 73%)",
];
const S = SUNPILLARS;
/** A repeating spectral ramp at a given angle and pitch. The workhorse: most
* materials are this plus one or two other layers. */
function rainbow(angle: string, space: string, hues: string[] = S): string {
const stops = hues
.map((c, i) => `${c} calc(${space} * ${i + 1})`)
.concat(`${hues[0]} calc(${space} * ${hues.length + 1})`)
.join(", ");
return `repeating-linear-gradient(${angle}, ${stops})`;
}
/**
* ONE LAYER of a material.
*
* The fields map one-to-one onto CSS properties, and the reason they are all
* exposed is that materials differ almost entirely in these numbers rather
* than in structure — one stacks images at 1100%, 600% and 200% in a single
* layer, another fades one layer OUT as a second fades in. Fixing any of them
* in the stylesheet would collapse ten materials into one with different
* colours.
*/
export interface Layer {
/** One or more background images, comma-joined, painted back-to-front. */
img: string;
/** background-size. Mismatched scales across layers is what gives depth —
* layers at different scales move at different apparent rates. */
size: string;
/**
* How fast this layer slides per unit of tilt, as a multiplier on the
* pointer's own travel. NEGATIVE runs it against the pointer, which is how
* two layers of the same material come apart as the card turns.
*/
rate: number;
/** background-blend-mode, when `img` carries several images. */
bgBlend?: string;
/** mix-blend-mode against the card beneath. */
blend: string;
/** The crush. Contrast up, saturation down, is what turns a soft ramp into
* hard bands; pushing both reads as a broken JPEG rather than as metal. */
filter: string;
/** Opacity at rest (face-on). */
base: number;
/** How much opacity is ADDED at full tilt. Negative fades the layer out as
* the card turns, which several reference materials use to hand off between
* two layers rather than simply piling both on. */
gain: number;
}
/** One foil material: up to three layers over the fixed pink print. */
export interface Foil {
key: string;
label: string;
layers: Layer[];
/** How far the whole sheet slides per unit of tilt. THE most important
* number: a sheet that tracks 1:1 reads as a gradient following a cursor,
* one that barely moves reads as a layer sitting above the print. */
parallax: number;
/** How hard the material comes up as the card turns off face-on. */
bloom: number;
glare: number;
}
/**
* THE MATERIALS.
*
* Ten genuinely different TECHNIQUES — a sparkle field, a conic swirl, crossed
* grayscale ramps, a multi-scale stack — rather than one gradient in ten
* colourways.
*/
export const FOILS: Foil[] = [
{
// The default. Three layers rather than one: a single desaturated sheet
// reads as a sheen, where a real holo has actual COLOUR in it — bands you
// can name, moving against each other as the angle changes.
key: "holo",
label: "Holo",
layers: [
{
// The main spectral sheet. Saturation stays UP: on a pale print there
// is nothing to overwhelm, and pulling it down leaves the card grey.
img: rainbow("10deg", "8%"),
size: "380% 380%",
rate: 1,
blend: "overlay",
filter: "brightness(1.08) contrast(2.3) saturate(1.5)",
base: 0.26,
gain: 0.6,
},
{
// A second sheet at a crossing angle, a coarser pitch and running
// BACKWARDS. Where the two disagree they beat against each other, which
// is what produces the shifting, oily quality a single sheet cannot —
// one sheet only ever slides, two interfere.
img: rainbow("104deg", "13%"),
size: "300% 300%",
rate: -0.7,
blend: "color-dodge",
filter: "brightness(.82) contrast(2) saturate(1.7)",
base: 0.14,
gain: 0.34,
},
{
// Fine diffraction lines. Real foil is iridescent BECAUSE it is
// physically ridged, and without any structure the colour reads as a
// filter over the card rather than as light coming off a surface.
img:
"repeating-linear-gradient(96deg, rgba(255,255,255,.5) 0px, rgba(255,255,255,0) 2px, rgba(0,0,0,.16) 3px, rgba(255,255,255,0) 5px)",
size: "auto",
rate: 1.8,
blend: "overlay",
filter: "contrast(1.3)",
base: 0.1,
gain: 0.26,
},
],
parallax: 0.26,
bloom: 0.55,
glare: 0.55,
},
{
// Almost no gradient at all — the material IS the sparkle field, and the
// two offset copies are what make it twinkle rather than sit still.
key: "glitter",
label: "Glitter",
layers: [
{
img: `${GLITTER}, ${GLITTER}`,
size: "26% 26%, 19% 19%",
rate: 0.5,
bgBlend: "soft-light",
blend: "color-dodge",
filter: "brightness(1.1) contrast(1.6) saturate(1.2)",
base: 0.3,
gain: 0.55,
},
{
img: rainbow("122deg", "13%"),
size: "320% 320%",
rate: 1.4,
blend: "overlay",
filter: "brightness(1) contrast(2) saturate(.8)",
base: 0.16,
gain: 0.34,
},
],
parallax: 0.3,
bloom: 0.6,
glare: 0.6,
},
{
// Two grayscale bar ramps crossed at +/-45deg. `exclusion` between them is
// the trick: where the ramps agree they cancel toward black, where they
// disagree they light up, so the crossings sparkle without any colour in
// the layer at all.
key: "prism",
label: "Prism",
layers: [
{
img:
"repeating-linear-gradient(45deg, hsl(0,0%,10%) 0%, hsl(0,0%,22%) 1.4%, hsl(0,0%,42%) 2.6%, hsl(0,0%,50%) 3.4%, hsl(0,0%,32%) 4.6%, hsl(0,0%,8%) 6%), " +
"repeating-linear-gradient(-45deg, hsl(0,0%,10%) 0%, hsl(0,0%,24%) 1.6%, hsl(0,0%,46%) 3%, hsl(0,0%,52%) 3.8%, hsl(0,0%,28%) 5.2%, hsl(0,0%,8%) 6.6%)",
size: "210% 210%, 190% 190%",
rate: 1.5,
bgBlend: "exclusion",
blend: "color-dodge",
filter: "brightness(.62) contrast(2.2) saturate(1.6)",
base: 0.3,
gain: 0.5,
},
{
img: rainbow("55deg", "16%"),
size: "400% 100%",
rate: -2.5,
blend: "color-dodge",
filter: "brightness(.6) contrast(2.4) saturate(1.7)",
base: 0.2,
gain: 0.4,
},
],
parallax: 0.24,
bloom: 0.55,
glare: 0.52,
},
{
// A conic reads completely differently from a linear ramp: the spectrum
// wraps around a point instead of running across, so tilting SPINS the
// colour rather than sliding it.
key: "conic",
label: "Conic",
layers: [
{
img: `conic-gradient(from var(--spin, 0deg) at 50% 50%, ${S[3]}, ${S[4]}, ${S[5]}, ${S[0]}, ${S[1]}, ${S[2]}, ${S[3]})`,
size: "cover",
rate: 0,
blend: "color-dodge",
filter: "brightness(.55) contrast(1.5) saturate(2.4)",
base: 0.22,
gain: 0.42,
},
{
img: `${GLITTER}, ${GLITTER}`,
size: "24% 24%, 17% 17%",
rate: 0.7,
bgBlend: "hard-light",
blend: "color-dodge",
filter: "brightness(1.05) contrast(1.5)",
base: 0.26,
gain: 0.5,
},
],
parallax: 0.22,
bloom: 0.5,
glare: 0.58,
},
{
// Three star plates at different scales and rates over a wide spectrum.
// The rate spread is the whole effect: near stars sweep, far stars barely
// move, and the card gains real depth.
key: "cosmos",
label: "Cosmos",
layers: [
{
img: `${STARS}, ${rainbow("82deg", "8%")}`,
size: "38% 38%, 420% 900%",
rate: 0.35,
bgBlend: "color-burn",
blend: "color-dodge",
filter: "brightness(1) contrast(1.6) saturate(.9)",
base: 0.28,
gain: 0.45,
},
{
img: STARS,
size: "22% 22%",
rate: 1.6,
blend: "overlay",
filter: "brightness(1.3) contrast(1.7)",
base: 0.2,
gain: 0.4,
},
{
img: STARS,
size: "13% 13%",
rate: 2.6,
blend: "overlay",
filter: "brightness(1.1) contrast(1.5)",
base: 0.12,
gain: 0.3,
},
],
parallax: 0.34,
bloom: 0.55,
glare: 0.46,
},
{
// Two full spectra at different angles, one muted and running BACKWARDS
// (rate -1.5). Where they cross they interfere, which is what gives this
// one its oily, shifting quality.
key: "rainbow",
label: "Rainbow",
layers: [
{
img: rainbow("0deg", "14%", [
"hsla(283,49%,60%,.75)",
"hsla(2,70%,58%,.75)",
"hsla(53,67%,53%,.75)",
"hsla(93,56%,52%,.75)",
"hsla(176,38%,50%,.75)",
"hsla(228,100%,77%,.75)",
]),
size: "200% 400%",
rate: 1,
blend: "color-dodge",
filter: "brightness(.9) contrast(2.6) saturate(1.6)",
base: 0.24,
gain: 0.44,
},
{
img:
"linear-gradient(-30deg, hsl(0,57%,37%), hsl(40,53%,39%), hsl(90,60%,35%), hsl(180,60%,35%), hsl(210,57%,39%), hsl(280,55%,31%), hsl(0,57%,37%))",
size: "400% 400%",
rate: -1.5,
blend: "color-dodge",
filter: "brightness(1.1) contrast(2) saturate(1.2)",
base: 0.3,
// Fades OUT as the card turns, handing the surface to the layer above
// rather than both piling on.
gain: -0.18,
},
],
parallax: 0.3,
bloom: 0.5,
glare: 0.5,
},
{
// A very tall, very narrow gradient (200% x 700%) reads as a vertical
// STREAK rather than a field.
key: "refractor",
label: "Refractor",
layers: [
{
img: rainbow("125deg", "7%", [
"hsl(176,100%,76%)",
"hsl(196,100%,78%)",
"hsl(214,100%,76%)",
"hsl(228,100%,74%)",
"hsl(200,100%,80%)",
"hsl(168,100%,78%)",
]),
size: "200% 700%",
rate: 1.2,
// NOT `hue`: it takes the sheet's hue and DISCARDS the backdrop's,
// which turns a flat pink print blue-grey. The tall narrow gradient is
// what makes this read as a streak; the blend just has to let the
// print through.
blend: "color-dodge",
filter: "brightness(.7) contrast(1.8) saturate(1.9)",
base: 0.22,
gain: 0.4,
},
{
img:
"repeating-linear-gradient(100deg, rgba(255,255,255,.55) 0%, rgba(255,255,255,0) 1.2%, rgba(0,0,0,.25) 2.2%, rgba(255,255,255,0) 3.4%)",
size: "300% 100%",
rate: -0.8,
blend: "hard-light",
filter: "brightness(1.05) contrast(1.4)",
base: 0.18,
gain: 0.36,
},
],
parallax: 0.18,
bloom: 0.55,
glare: 0.64,
},
{
// A multi-scale stack: 1100% / 600% / 200% in one layer. `difference` on
// near-identical ramps is what produces the dark oily banding.
key: "velvet",
label: "Velvet",
layers: [
{
img: `${rainbow("-33deg", "6%")}, ${rainbow("133deg", "3%", ["hsla(227,53%,12%,.5)", "hsl(180,10%,50%)", "hsl(83,50%,35%)", "hsl(180,10%,50%)", "hsla(227,53%,12%,.5)", "hsla(227,53%,12%,.5)"])}`,
size: "1100% 1100%, 600% 600%",
rate: 1,
bgBlend: "difference",
blend: "color-dodge",
filter: "brightness(.75) contrast(2) saturate(1.1)",
base: 0.3,
gain: 0.48,
},
{
img:
"radial-gradient(farthest-corner circle at var(--gx,50%) var(--gy,50%), hsla(189,76%,77%,.6) 0%, hsla(147,59%,77%,.6) 25%, hsla(271,55%,69%,.6) 50%, hsla(355,56%,72%,.6) 75%)",
size: "200% 200%",
rate: 0.4,
blend: "soft-light",
filter: "saturate(1.5)",
base: 0.4,
gain: 0.3,
},
],
parallax: 0.28,
bloom: 0.6,
glare: 0.5,
},
{
// `exclusion` inverts the surface where the sheet is bright, so this one
// goes COLD and slightly negative at the extremes rather than brightening.
key: "ice",
label: "Ice",
layers: [
{
img: rainbow("115deg", "10%", [
"hsl(190,90%,80%)",
"hsl(210,85%,82%)",
"hsl(230,80%,80%)",
"hsl(250,70%,82%)",
"hsl(200,90%,85%)",
"hsl(175,80%,82%)",
]),
size: "300% 300%",
rate: 1.1,
// `exclusion` INVERTS what is under it, which is this material's whole
// character — it goes cold and slightly negative where it catches
// rather than simply brightening. But it inverts the print too, so the
// opacity has to stay low enough that the card is still pink
// underneath. Past ~0.35 here the card turns beige and stops being the
// same card.
blend: "exclusion",
filter: "brightness(.8) contrast(1.6) saturate(1.3)",
base: 0.12,
gain: 0.22,
},
{
img: `${GRAIN}, ${GLITTER}`,
size: "38% 38%, 22% 22%",
rate: 0.6,
bgBlend: "overlay",
blend: "hard-light",
filter: "brightness(1.1) contrast(1.3)",
base: 0.18,
gain: 0.34,
},
],
parallax: 0.2,
bloom: 0.5,
glare: 0.62,
},
{
// The restrained one: a fine near-neutral pitch that only barely shifts.
// The only material that flatters the photograph rather than competing
// with it, and the one to reach for if the card has to be read.
key: "brushed",
label: "Brushed",
layers: [
{
img: rainbow("94deg", "4%", [
"hsl(30,40%,86%)",
"hsl(200,30%,88%)",
"hsl(260,25%,87%)",
"hsl(180,25%,89%)",
"hsl(40,30%,88%)",
"hsl(220,25%,87%)",
]),
size: "260% 260%",
rate: 0.8,
blend: "soft-light",
filter: "brightness(1.02) contrast(1.7) saturate(.55)",
base: 0.34,
gain: 0.3,
},
{
img: GRAIN,
size: "34% 34%",
rate: 0.3,
blend: "overlay",
filter: "brightness(1) contrast(1.1)",
base: 0.14,
gain: 0.16,
},
],
parallax: 0.13,
bloom: 0.32,
glare: 0.34,
},
];
/** Maximum tilt at the card's edge. Small: past ~16deg the perspective
* distortion starts to read as a fold rather than a tilt. */
export const MAX_TILT = 14;
/** Remap a value from one range onto another. Nearly every derived figure below
* goes through this, which is what keeps them all in agreement. */
export function adjust(
v: number,
fromMin: number,
fromMax: number,
toMin: number,
toMax: number,
): number {
return toMin + ((toMax - toMin) * (v - fromMin)) / (fromMax - fromMin);
}
export function clamp(v: number, min = -1, max = 1): number {
return Math.min(Math.max(v, min), max);
}
/**
* A damped follower.
*
* Not a spring with overshoot — a simple exponential ease toward a target, run
* per frame. Overshoot is wrong here: a card settling should look like weight,
* not like a bounce, and a bouncing card immediately reads as a web animation
* rather than as an object.
*
* `stiffness` is the fraction of the remaining distance covered each frame, so
* a lower number is heavier.
*/
export class Follow {
value: Vec = { x: 0, y: 0 };
target: Vec = { x: 0, y: 0 };
/**
* How far this follower moved on the last frame.
*
* Position alone cannot tell whether you are creeping across the card or
* whipping past it, and a material that responds identically to both does
* not read as physical. Velocity is what lets the foil streak under a fast
* pass and the card lean into its own motion.
*
* It is simply the per-frame delta rather than a separate integrator: the
* follower is already an exponential ease, so its delta is proportional to
* the distance still to cover, which is exactly the "effort" signal wanted.
*/
velocity: Vec = { x: 0, y: 0 };
/** Smoothed magnitude of that velocity, 0..1-ish. Raw per-frame deltas are
* spiky enough to make anything driven by them flicker, so consumers read
* this instead. */
speed = 0;
constructor(private stiffness: number) {}
step() {
const px = this.value.x;
const py = this.value.y;
this.value.x += (this.target.x - this.value.x) * this.stiffness;
this.value.y += (this.target.y - this.value.y) * this.stiffness;
this.velocity.x = this.value.x - px;
this.velocity.y = this.value.y - py;
// Asymmetric smoothing: rises fast so a flick registers on the frame it
// happens, falls slowly so the streak it leaves decays instead of snapping
// off the moment the pointer stops. A symmetric filter gives you one or the
// other, never both.
const raw = Math.min(1, Math.hypot(this.velocity.x, this.velocity.y) * 14);
this.speed += (raw - this.speed) * (raw > this.speed ? 0.45 : 0.06);
}
/** True once it has effectively arrived, so a caller can stop its rAF loop
* rather than burning frames on sub-pixel movement forever. Velocity is part
* of the test: a follower can sit on its target for one frame mid-overshoot,
* and stopping there would freeze the card off-centre. */
get settled(): boolean {
return (
Math.abs(this.target.x - this.value.x) < 0.0006 &&
Math.abs(this.target.y - this.value.y) < 0.0006 &&
this.speed < 0.004
);
}
}
/**
* A one-shot overshoot, for the moment the pointer leaves.
*
* Real objects do not glide to a stop along the shortest path — they carry
* past a little on the axis they were pushed and settle back.
*
* Deliberately NOT a spring on the main follower: a spring rings on every
* movement, and a card that wobbles whenever you nudge it reads as a web
* animation. This fires once, scaled by how fast you were going, and decays to
* nothing.
*/
export class Kick {
private amount: Vec = { x: 0, y: 0 };
private life = 0;
/** Fire it. `v` is the velocity at the moment of release. */
fire(v: Vec, gain = 2.6) {
const mag = Math.hypot(v.x, v.y);
// Below a threshold there was no throw — just a pointer leaving the box —
// and adding a bounce there would look like a twitch.
if (mag < 0.002) return;
this.amount = { x: v.x * gain, y: v.y * gain };
this.life = 1;
}
/** Advance and return the current offset to add to the target. */
step(): Vec {
if (this.life <= 0) return { x: 0, y: 0 };
this.life = Math.max(0, this.life - 0.035);
// A half sine over the life: rises to the overshoot, returns through zero.
// Ending at exactly zero is the point — a decaying oscillation would leave
// the card fractionally off true.
const e = Math.sin(this.life * Math.PI) * this.life;
return { x: this.amount.x * e, y: this.amount.y * e };
}
get active(): boolean {
return this.life > 0;
}
}
/**
* Device orientation, zeroed on the first reading.
*
* THIS IS THE DETAIL THAT MAKES TILT USABLE. Absolute orientation is useless
* because nobody holds a phone flat — beta sits somewhere around 40-70deg for a
* person looking at a screen, so an un-zeroed reading pins the card to one
* corner and it never comes back. Taking the first event as the origin means the
* card responds to how far you have tilted FROM WHERE YOU ALREADY WERE.
*/
export class Orientation {
private base: { beta: number; gamma: number } | null = null;
/** Degrees of tilt that maps to the full -1..1 range. Small, because wrist
* movement is small: at 45deg you would have to turn the phone over. */
private range = 22;
read(e: DeviceOrientationEvent): Vec | null {
const beta = e.beta;
const gamma = e.gamma;
if (beta == null || gamma == null) return null;
if (!this.base) {
this.base = { beta, gamma };
return { x: 0, y: 0 };
}
return {
x: clamp((gamma - this.base.gamma) / this.range),
y: clamp((beta - this.base.beta) / this.range),
};
}
/** Re-zero, e.g. when the card comes back on screen and the phone has moved. */
reset() {
this.base = null;
}
}
/** Pointer position within an element, normalised to -1..1 from its centre. */
export function fromPointer(rect: DOMRect, cx: number, cy: number): Vec {
return {
x: clamp(((cx - rect.left) / rect.width) * 2 - 1),
y: clamp(((cy - rect.top) / rect.height) * 2 - 1),
};
}
/** The per-material numbers the frame loop reads. Split out from `Foil` so the
* playground can override them from its sliders without cloning the material. */
export interface Live {
parallax: number;
bloom: number;
}
/**
* Write one frame's worth of CSS variables onto the card element.
*
* The card and the playground mount the same DOM and want the same maths, so
* this lives here rather than being duplicated in both — they differ only in
* where their numbers come from (a fixed material vs. live sliders).
*
* `tilt` drives everything attached to the card's own geometry (the rotation,
* the bar angle, the glare) and `sheet` drives the foil, which lags behind it.
*/
/** Per-frame signals beyond position. Optional so existing callers (the swatch
* preview, any static render) keep working with a single settled pose. */
export interface Motion {
/** Smoothed speed of the card, 0..1. */
speed?: number;
/** Direction of travel, for the streak. */
velocity?: Vec;
/** Seconds since mount, for the slow resting cycles. */
time?: number;
}
export function applyFrame(
card: HTMLElement,
tilt: Vec,
sheet: Vec,
foil: Foil,
live: Live,
motion: Motion = {},
): void {
const { x, y } = tilt;
const s = card.style;
s.setProperty("--rx", `${(-y * MAX_TILT).toFixed(2)}deg`);
s.setProperty("--ry", `${(x * MAX_TILT).toFixed(2)}deg`);
// THE COMPRESSED RANGE. The foil travels a fraction of the pointer's own
// distance — a sheet that tracks 1:1 reads as a following gradient, where one
// that barely moves reads as a layer sitting above the print. This is the
// single most important number in the effect.
const p = live.parallax;
// EACH LAYER MOVES AT ITS OWN RATE, and some move against the pointer. Two
// layers travelling together are just one thicker layer; it is the
// disagreement between them that reads as depth and as shimmer.
for (let i = 0; i < LAYER_SLOTS; i++) {
const L = foil.layers[i];
if (!L) continue;
const t = p * L.rate;
const n = `--l${i + 1}`;
s.setProperty(`${n}-x`, `${adjust(sheet.x, -1, 1, 50 - t * 100, 50 + t * 100).toFixed(1)}%`);
s.setProperty(`${n}-y`, `${adjust(sheet.y, -1, 1, 50 - t * 100, 50 + t * 100).toFixed(1)}%`);
}
// HOW FAR FROM FACE-ON, 0..1 — and the card's whole decoration budget. The
// pattern, the bars and the foil all buy their opacity out of this, so a card
// at rest is a clean printed surface and a card being turned is alive.
//
// It is a DISTANCE, so it is symmetric: tilting left and tilting right give
// the same value, and the decoration comes up the same way whichever side you
// move to. Driving it off a signed axis instead would light one side and leave
// the other dead, which is the thing that looked broken.
const off = Math.min(1, Math.hypot(x, y));
// Exposed for inspection while tuning (nothing styles off it directly — the
// curves that use it are computed here in JS).
s.setProperty("--off", off.toFixed(3));
// THE HEARTS ONLY SHOW AT AN ANGLE.
//
// Not a fade from zero — a THRESHOLD. Below `HEART_FROM` the card is perfectly
// clean, and past it the hearts ramp in over the remaining travel. That gap is
// the whole point: a decoration that is always slightly visible is just
// decoration, where one that is absent and then arrives reads as something the
// surface was hiding until it caught the light.
//
// Smoothstep rather than a linear ramp, so it eases in at the threshold
// instead of switching on with a visible corner.
// Driven by the SHEET, not the card. The sheet is the heavier follower, so the
// hearts inherit its lag for free and can never appear in a single frame the
// way they did when this read the fast tilt value — and it is the physically
// right source anyway, since a varnish catching light belongs to the surface
// rather than to the card's own geometry.
const softOff = Math.min(1, Math.hypot(sheet.x, sheet.y));
const HEART_FROM = 0.34;
const t = Math.max(0, Math.min(1, (softOff - HEART_FROM) / (1 - HEART_FROM)));
s.setProperty("--reveal", (t * t * (3 - 2 * t) * 0.9).toFixed(3));
// AND ONLY WHERE THE LIGHT IS.
//
// Revealing the whole field at once was the other half of the bug: tilt the
// left edge toward you and hearts appeared across the entire card, including
// the far side that is angled AWAY and should be catching nothing. A varnish
// is only visible where light is actually striking it, so the layer is masked
// to a soft band that follows the tilt — the hearts surface on the side you
// turned toward you and stay hidden on the other.
//
// The mask's angle points along the tilt direction and its centre rides out
// toward that edge, so the band travels across the card as you move rather
// than fading up in place.
// Same lagged source as the opacity above. Reading the fast tilt here while
// the opacity eased on the slow one made the band swing into place before the
// hearts had faded up, which reads as two separate things happening.
const ang = Math.atan2(sheet.y, sheet.x) * (180 / Math.PI);
s.setProperty("--reveal-angle", `${(ang + 90).toFixed(0)}deg`);
s.setProperty("--reveal-x", `${adjust(sheet.x, -1, 1, 78, 22).toFixed(1)}%`);
s.setProperty("--reveal-y", `${adjust(sheet.y, -1, 1, 78, 22).toFixed(1)}%`);
// The foil brightens as the card turns away from face-on: a real sheet catches
// hardest at an angle and is nearly invisible looked at straight down.
// THE SWEET SPOT.
//
// Real foil has one angle where the whole surface lines up and goes brilliant,
// and hunting for it is most of why anyone keeps turning a card. It sits
// off-centre on purpose — the middle is where the card rests, and a bloom you
// get for free is not worth finding.
//
// The falloff is deliberately tight: a wide one just makes the card brighter
// on one side, where a narrow one means you sweep past it, notice, and come
// back. Computed here because every layer's opacity reads it.
const SPOT = { x: -0.42, y: -0.36 };
const dSpot = Math.hypot(sheet.x - SPOT.x, sheet.y - SPOT.y);
const hit = Math.max(0, 1 - dSpot / 0.34);
const spotBloom = hit * hit * (3 - 2 * hit);
// A very slow resting cycle, so the material is alive while the card is
// untouched. Two incommensurate periods, so it never visibly loops.
const breathNow =
0.5 +
0.5 * Math.sin((motion.time ?? 0) * 0.5) * Math.cos((motion.time ?? 0) * 0.31);
// Per-layer opacity. `base` is what the layer shows face-on and `gain` is
// what tilt ADDS — gain may be negative, which fades a layer out as the card
// turns so the material hands off between its layers instead of piling both
// on at full tilt.
for (let i = 0; i < LAYER_SLOTS; i++) {
const L = foil.layers[i];
if (!L) continue;
let o = Math.max(0, L.base + off * L.gain * (live.bloom / 0.5));
// The sweet spot lifts every layer at once — that simultaneity is what makes
// it read as the material aligning rather than one sheet brightening.
o *= 1 + spotBloom * 0.85;
// and the resting breath moves it very slightly, so a still card is not a
// frozen one.
o *= 0.94 + breathNow * 0.06;
s.setProperty(`--l${i + 1}-o`, Math.min(1, o).toFixed(3));
}
// The conic material spins rather than slides: its spectrum wraps around a
// point, so the equivalent of sliding a linear ramp is turning the start
// angle. Harmless for every other material, which never reads it.
s.setProperty("--spin", `${(sheet.x * 90 + sheet.y * 45).toFixed(1)}deg`);
// The glare tracks the pointer DIRECTLY, with no lag — a highlight is simply
// where the light is, so lagging it would look like a mistake.
s.setProperty("--gx", `${adjust(x, -1, 1, 12, 88).toFixed(1)}%`);
s.setProperty("--gy", `${adjust(y, -1, 1, 12, 88).toFixed(1)}%`);
// The tile drifts very slightly against the card face, so the two planes read
// as separate. A quarter of the foil's travel: enough to separate them, not
// enough to look detached.
s.setProperty("--tile-x", `${adjust(sheet.x, -1, 1, 58, 42).toFixed(1)}%`);
// THE TILE FLIPS.
//
// The two colours trade places as the card turns: the photograph is the
// same, its polarity is not.
//
// Driven by the tilt on ONE AXIS (left/right), not by distance, because a flip
// needs a direction: turn the card one way and it is in one state, turn it the
// other way and it is in the other. Distance would only ever flip it "away
// from centre", which reads as a pulse rather than as two sides of a surface.
//
// LINEAR, BUT STARTING FROM OUT NEAR THE EDGE.
//
// Two separate properties, and they must not be conflated:
//
// WHERE it starts — the inner half of the travel does nothing, so the
// photograph reads as plainly herself while the card is near rest. Driving
// it from 0 lets the resting drift alone keep her partly inverted, which is
// not a resting state.
//
// HOW it progresses — strictly LINEAR. Every millimetre past the threshold
// buys the same amount of sweep, so the mask stays locked to the pointer
// rather than playing back an eased transition.
const FLIP_FROM = 0.52; // nothing happens inside this radius
const flip = Math.max(0, Math.min(1, (softOff - FLIP_FROM) / (1 - FLIP_FROM)));
s.setProperty("--tile-invert", flip.toFixed(3));
// The sweep enters from whichever side you are turning toward, so the edge
// travels across her face in the direction of the movement rather than always
// wiping the same way.
// The inverted state's hue travels as the flip progresses, so the tile tours
// a range of the spectrum instead of landing on one fixed colour — which is
// what separates "holographic" from "tinted".
s.setProperty("--tile-hue", `${(150 + flip * 120).toFixed(0)}deg`);
s.setProperty(
"--tile-sweep-angle",
`${(Math.atan2(sheet.y, sheet.x) * (180 / Math.PI) + 90).toFixed(0)}deg`,
);
// ── MOTION ────────────────────────────────────────────────────────────────
const speed = motion.speed ?? 0;
const vel = motion.velocity ?? { x: 0, y: 0 };
// Same: a handle for tuning. The visible use of speed is --smear below.
s.setProperty("--speed", speed.toFixed(3));
// THE STREAK. A fast pass smears the highlight along the direction of travel;
// a slow one leaves it round. This is the clearest read of velocity on the
// card, and it costs one gradient angle plus a length.
const vmag = Math.hypot(vel.x, vel.y);
if (vmag > 0.0001) {
s.setProperty(
"--smear-angle",
`${(Math.atan2(vel.y, vel.x) * (180 / Math.PI)).toFixed(0)}deg`,
);
}
s.setProperty("--smear", (Math.min(1, speed) * 0.8).toFixed(3));
// THE SWEET SPOT.
//
// Real foil has one angle where the whole surface lines up and goes brilliant,
// and hunting for it is most of why people keep turning a card. Here it is a
// fixed point off-centre — not the middle, because the middle is where the
// card rests and a bloom you get for free is not worth finding.
//
// The falloff is deliberately tight. A wide one just makes the card brighter
// on one side; a narrow one means you sweep past it, notice, and go back.
s.setProperty("--spot", spotBloom.toFixed(3));
// EMBOSSING. The type takes its highlight from the opposite side to the
// shadow, both driven by tilt, so the letters catch light like they were
// pressed into the stock rather than printed on it.
// Under a pixel of travel: an emboss you can measure is a bevel, and the
// letters should look pressed into the stock rather than raised off it.
s.setProperty("--emboss-x", `${(-x * 0.9).toFixed(2)}px`);
s.setProperty("--emboss-y", `${(-y * 0.9).toFixed(2)}px`);
// EDGE CATCH. Each border lights independently by how much it faces the
// viewer, so the card reads as having thickness instead of a uniform rim.
s.setProperty("--edge-l", Math.max(0, -x).toFixed(3));
s.setProperty("--edge-r", Math.max(0, x).toFixed(3));
s.setProperty("--edge-t", Math.max(0, -y).toFixed(3));
s.setProperty("--edge-b", Math.max(0, y).toFixed(3));
s.setProperty("--breath", breathNow.toFixed(3));
}
/* The card's print. Fixed for every material — see the header note.
*
* A pale blush rather than a hot magenta. The saturated version fought
* everything on top of it: white type had to shout to stay legible, the foil's
* own colours were swamped because the print was already at full chroma, and
* the hearts had nowhere to go — there is no "lighter" available above a colour
* that bright. Dropping the saturation and lifting the value gives every layer
* above room to read, and a soft pink is the kawaii register anyway; a hot one
* is a warning label. */
const BODY = ["#ffd9e8", "#fcc2dc", "#f7aecf", "#f9bcc9"];
/* The photo tile's two colours: [dark, light].
*
* A muted mulberry and a warm blush-white, both pulled well back from full
* chroma. The saturated pink-and-blue pair that was here read as a poster
* stamped onto a watercolour: the card is a soft, low-saturation print, and
* anything at full chroma next to it looks like it came from a different piece
* of software. These two sit in the card's own family, so the tile reads as
* part of the same object.
*
* They still differ clearly in VALUE, which is what the flip trades — that
* separation has to survive the desaturation or there is nothing to swap. */
const TILE: [string, string] = ["#8e3a63", "#f0d3e2"];
/** How many foil layers the CSS provides. A material with fewer simply leaves
* the rest empty. */
export const LAYER_SLOTS = 3;
/**
* Push a material's static (non-per-frame) variables onto the card.
*
* Separate from `applyFrame` because these only change when the preset does,
* and re-writing two dozen properties every frame would be pure waste.
*
* Unused layer slots are explicitly blanked rather than left alone: switching
* from a 3-layer material to a 1-layer one has to CLEAR the old slots, or the
* previous material's second and third layers stay painted underneath the new
* one and every preset after the first is a blend of two materials.
*/
export function applyFoil(card: HTMLElement, foil: Foil): void {
const s = card.style;
s.setProperty("--tile-src", `url("${mediaUrl(TILE_PHOTO)}")`);
s.setProperty("--body-grad", `linear-gradient(115deg, ${BODY.join(", ")})`);
s.setProperty("--tile-dark", TILE[0]);
s.setProperty("--tile-light", TILE[1]);
s.setProperty("--glare-o", `${foil.glare}`);
for (let i = 0; i < LAYER_SLOTS; i++) {
const n = `--l${i + 1}`;
const L = foil.layers[i];
if (!L) {
// `none` rather than an empty string: an empty background-image is
// invalid and falls back to the property's initial value, which in a
// stacked context can resolve to the previous declaration.
s.setProperty(`${n}-img`, "none");
s.setProperty(`${n}-o`, "0");
continue;
}
s.setProperty(`${n}-img`, L.img);
s.setProperty(`${n}-size`, L.size);
s.setProperty(`${n}-bgblend`, L.bgBlend ?? "normal");
s.setProperty(`${n}-blend`, L.blend);
s.setProperty(`${n}-filter`, L.filter);
}
}
```
### holo/HoloCard.tsx
```tsx
"use client";
// The Vault card: an identity card that catches the light.
//
// The card tilts toward the pointer in real 3D and a foil sheet above the
// printed surface slides as it moves. The photo tile in the corner is treated
// as a different material: a hard two-colour duotone that FLIPS its polarity
// past a certain tilt, so the two surfaces never read as one sheet with a hole
// in it.
//
// DISPLAY ONLY — the ten materials, the sliders and the device-tilt opt-in all
// live in the playground on the detail page, because a card sitting in the
// gallery grid with its own control chrome looks nothing like the others.
import { useEffect, useRef } from "react";
import { onTransitionChange } from "../../lib/view-transition";
import {
FOILS,
Follow,
Kick,
Orientation,
applyFoil,
applyFrame,
fromPointer,
} from "./engine";
export function HoloCard({
bare = false,
viewTransitionName,
}: {
bare?: boolean;
viewTransitionName?: string;
} = {}) {
void bare;
const hostRef = useRef<HTMLDivElement>(null);
const cardRef = useRef<HTMLDivElement>(null);
// ONE MATERIAL, NOT A CAROUSEL. A card that changes colour on a timer has no
// settled identity, and the slideshow competes with the tilt — which is the
// actual effect. The other materials live in the playground, where switching
// is something you choose to do.
const foil = FOILS[0];
// Material variables are written directly to the element rather than passed as
// React style props: the frame loop already owns this element's style, and
// mixing the two would have React clobber the loop's writes on every re-render.
useEffect(() => {
if (cardRef.current) applyFoil(cardRef.current, foil);
}, [foil]);
useEffect(() => {
const host = hostRef.current;
const card = cardRef.current;
if (!host || !card) return;
const reduced = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
// Two followers at different weights. The card tracks quickly; the foil is
// heavier and arrives a few frames later, so the surface catches up to the
// card rather than moving with it. That lag is most of what separates this
// from a gradient following a cursor.
const tilt = new Follow(0.16);
const sheet = new Follow(0.09);
/** Fires once when the pointer leaves, carrying the speed you left at. */
const kick = new Kick();
/** Wall-clock seconds since mount, for the resting cycles. */
const t0 = performance.now();
let raf = 0;
let running = false;
let onScreen = false;
let hidden = false;
let inTransition = false;
/** A slow wander when untouched, so the card is alive before you reach it. */
let idle = 0;
let touched = false;
/** How far through the return-to-rest blend we are, 0..1. */
let release = 1;
/** Where the card was pointing when the pointer left — the start of that
* blend. Without it the drift's own phase is the start, and it is nowhere
* near where you were. */
let handoff = { x: 0, y: 0 };
/** The same blend on the way IN, 0..1. The pointer arrives somewhere far
* from wherever the card had drifted to, so taking it as the target
* immediately is a jump of most of the card's travel in one frame — the
* follower then covers 16% of that gap per frame, which is the teleport.
* This eases from the card's own pose into the pointer instead. */
let grab = 1;
/** Where the card was when the pointer arrived. */
let grabFrom = { x: 0, y: 0 };
/** The live pointer reading, held so the frame loop can blend toward it
* rather than the handler assigning it straight to the target. */
let aim = { x: 0, y: 0 };
const frame = () => {
raf = 0;
if (!touched) {
// Two incommensurate rates, so the resting drift never visibly repeats.
idle += 0.0042;
const drift = {
x: Math.sin(idle) * 0.28,
y: Math.cos(idle * 0.73) * 0.2,
};
// EASE BACK INTO THE DRIFT, do not cut to it.
//
// The drift's phase keeps advancing while you are hovering, so at the
// moment you leave it is somewhere unrelated to where the card is
// pointing. Handing the target straight over teleports it, and the
// follower then races to catch up — which is the snap.
//
// `release` ramps 0 -> 1 over about a second after the pointer goes, so
// the target travels from where you left it to where the drift wants it
// rather than jumping. Squared so it leaves gently and arrives with a
// little more pace, which reads as the card relaxing rather than being
// pulled.
release = Math.min(1, release + 0.016);
const k = release * release;
tilt.target = {
x: handoff.x + (drift.x - handoff.x) * k,
y: handoff.y + (drift.y - handoff.y) * k,
};
}
if (touched) {
// Ease from where the card was into where the pointer is, for about the
// same beat as the release. Squared, so it picks the card up gently
// instead of snatching it.
grab = Math.min(1, grab + 0.018);
const k = grab * grab;
tilt.target = {
x: grabFrom.x + (aim.x - grabFrom.x) * k,
y: grabFrom.y + (aim.y - grabFrom.y) * k,
};
}
// The release overshoot rides ON TOP of the target rather than replacing
// it, so the drift/pointer logic above stays untouched and the bounce
// simply adds and decays away.
const k = kick.step();
if (k.x || k.y) {
tilt.target = { x: tilt.target.x + k.x, y: tilt.target.y + k.y };
}
tilt.step();
sheet.target = tilt.value;
sheet.step();
applyFrame(card, tilt.value, sheet.value, foil, foil, {
speed: sheet.speed,
velocity: sheet.velocity,
time: (performance.now() - t0) / 1000,
});
// Keep running while the return blend is mid-flight: the followers can be
// "settled" against a target that is itself still moving, and stopping
// there would freeze the card partway home.
if (
running &&
(!touched ||
release < 1 ||
grab < 1 ||
kick.active ||
!tilt.settled ||
!sheet.settled)
) {
raf = requestAnimationFrame(frame);
}
};
const wake = () => {
if (!running || raf) return;
raf = requestAnimationFrame(frame);
};
const onPointer = (e: PointerEvent) => {
if (reduced) return;
aim = fromPointer(host.getBoundingClientRect(), e.clientX, e.clientY);
if (!touched) {
// FIRST contact: start the pick-up blend from the card's current pose.
// Only on the transition — restarting it on every pointermove would
// permanently lag the card behind the cursor.
touched = true;
grabFrom = { x: tilt.value.x, y: tilt.value.y };
grab = 0;
}
// The blend only owns the untouched branch, but resetting it here means a
// later leave always starts a fresh return rather than resuming an old one.
release = 0;
wake();
};
const onLeave = () => {
touched = false;
// Start the blend from the card's CURRENT pose, and restart it from zero
// so a quick out-and-back-in never inherits a half-finished return.
handoff = { x: tilt.value.x, y: tilt.value.y };
release = 0;
grab = 1;
// Carry past a little on the axis you were pushing. Scaled by the speed at
// release, so a flick throws it and setting it down does nothing.
kick.fire(tilt.velocity);
wake();
};
const sync = () => {
const should = onScreen && !hidden && !inTransition && !reduced;
if (should === running) return;
running = should;
if (should) wake();
else if (raf) {
cancelAnimationFrame(raf);
raf = 0;
}
};
const io = new IntersectionObserver(
(es) => {
onScreen = es.some((e) => e.isIntersecting);
sync();
},
{ rootMargin: "200px" },
);
io.observe(host);
const onVis = () => {
hidden = document.hidden;
sync();
};
document.addEventListener("visibilitychange", onVis);
const offTransition = onTransitionChange((a) => {
inTransition = a;
sync();
});
// DEVICE ORIENTATION, with no opt-in of its own.
//
// This card only ever renders in the Vault grid, where a permission button
// would be chrome on a display-only tile — and on Android, where no
// permission is required, events simply arrive and the card responds. On
// iOS they never fire without a gesture, so the card falls back to its idle
// drift there, which is the same thing it does on a desktop with no pointer
// over it. The opt-in lives in the playground, where it is the subject.
const orient = new Orientation();
const onOrient = (e: DeviceOrientationEvent) => {
if (reduced) return;
const v = orient.read(e);
if (!v) return;
touched = true;
tilt.target = v;
wake();
};
host.addEventListener("pointermove", onPointer);
host.addEventListener("pointerleave", onLeave);
window.addEventListener("deviceorientation", onOrient);
return () => {
running = false;
if (raf) cancelAnimationFrame(raf);
io.disconnect();
document.removeEventListener("visibilitychange", onVis);
offTransition();
host.removeEventListener("pointermove", onPointer);
host.removeEventListener("pointerleave", onLeave);
window.removeEventListener("deviceorientation", onOrient);
};
// `foil` is a module-level constant on this card (the display card shows one
// material and never switches), so it is deliberately not a dependency:
// listing it would let a re-render tear down and restart the rAF loop and
// the observers for no reason.
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
return (
<div
ref={hostRef}
data-canvas-card
role="img"
aria-label="An identity card reading Kamila, my girlfriend since May 2023, with a holographic foil surface that tilts and catches the light as the pointer moves across it"
// Thins the third foil layer: this renders in a grid beside many other
// live cards, and that layer is a material's finest detail.
data-holo-lite=""
className="relative flex aspect-[1344/620] w-full select-none items-center justify-center overflow-hidden rounded-[12px] border border-[var(--border-line)] bg-[linear-gradient(180deg,#f6f7f9_0%,#eceef2_100%)]"
style={{
perspective: "1100px",
...(viewTransitionName ? { viewTransitionName } : {}),
}}
>
<HoloBody ref={cardRef} />
</div>
);
}
/**
* The card itself: the printed body, the foil stack over it, and the photo tile.
*
* Shared with the playground, which mounts the identical tree and drives it with
* the same variables — the only difference is where its numbers come from.
*/
export function HoloBody({
ref,
className = "h-[76%]",
}: {
ref: React.Ref<HTMLDivElement>;
className?: string;
}) {
return (
<div
ref={ref}
// A landscape identity card, ~1.55:1 — roughly a credit card's
// proportion.
className={`holo-card relative ${className}`}
style={{ aspectRatio: "1.55" }}
>
{/* THE PRINTED SURFACE. Fixed colour — everything above is light landing
on it, and the print itself never changes as the card moves. */}
<div className="holo-body" />
{/* The decoration, bought out of the tilt budget: barely there at rest,
coming up smoothly and symmetrically as the card turns either way.
Two passes — a dark one and a lit one, masked to opposite halves — so
one side of the field is always pressed into the print while the other
catches. */}
<div className="holo-pattern" />
<div className="holo-pattern--lit" />
{/* The foil: three generic layers. What each paints, how fast it moves
and how it composites all come from the material (see applyFoil) —
these elements are just slots. */}
<div className="holo-foil" />
<div className="holo-foil--b" />
<div className="holo-foil--c" />
{/* Velocity, then the aligned-material flare, then the shared print grain
that ties the card and the tile to the same medium. */}
<div className="holo-smear" />
<div className="holo-spot" />
<div className="holo-noise" />
<div className="holo-glare" />
<div className="holo-sheen" />
{/* THE CONTENT, above the foil. Type sitting UNDER the sheet gets eaten
by it: the foil is light, and light lands on the print rather than on
what is written over it. */}
<div className="holo-content">
<div className="holo-text">
<p className="holo-name">Kamila</p>
<p className="holo-since">my girlfriend since May 2023</p>
</div>
{/* THE TILE. A hard two-tone, deliberately plainer than the card: it
gets a highlight but no rainbow and no bars, which is what keeps the
two surfaces reading as different materials. */}
<div className="holo-tile">
{/* The same photograph twice — positive, then negative revealed
through a travelling mask. See the CSS: a filter cannot invert
part of an element, so the sweep needs two copies. */}
<div className="holo-tile__photo" />
<div className="holo-tile__photo--neg" />
<div className="holo-tile__duo" />
<div className="holo-tile__tone" />
<div className="holo-tile__foil" />
<div className="holo-tile__grain" />
<div className="holo-tile__wear" />
<div className="holo-tile__vignette" />
<div className="holo-tile__gloss" />
</div>
</div>
</div>
);
}
```Discovery vocabulary
Related by governed terms
An animated SVG signature effect that draws out text as if hand-written.
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