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.
Lego reveal is an animated canvas study published directly in the Vault gallery.
VSource LandVaultWhy it stands out
Lego reveal is an animated canvas study published directly in the Vault gallery.
Build this: a stylized portrait that CYCLES through several art styles of the SAME photo (LEGO, Minecraft, Roblox) and melts back to the REAL photo along a soft cursor trail. You supply the real photo plus one AI-restyled version per style, all framing the same pose. The card auto-cycles the styles (each held ~2.8s then a quick ~0.4s crossfade), the background + a cursor-following glow take each style's colour and crossfade with it, the tile does a gentle 3D tilt + parallax toward the cursor, and when idle an autonomous virtual cursor wanders the face so it keeps revealing on its own. Two WebGL passes per frame. (1) A persistent cursor-trail buffer on a small ping-pong half-float render target: each frame the cursor paints a soft noise-warped spot into the red channel (distance-to-pointer through smoothstep, perturbed by Perlin noise); the buffer decays and neighbour taps erode it so a trail lingers and fades. (2) The display pass: crossfade the current + next style textures (cover-fit, center-crop), read the trail buffer, and where it is hot the reveal snaps to a grid of MERGED rounded-corner blocks (a union of rounded-box SDFs per revealed cell, blocks bounce in on the front) that mix to the crisp real photo. Framework-free WebGL1 (two programs, a full-screen triangle, a half-float ping-pong pair) + a rAF loop; the tile tilt, glow and background colour are reported to the host each frame and applied with CSS. Reduced-motion renders one static frame.
First make the images. Take a clear photo of yourself, then ask an AI image model (e.g. ChatGPT / an image model) to restyle that SAME photo into each style, keeping the pose and framing. The exact prompts used here were literally:
- "make me a lego"
- "make me a minecraft"
- "make me a roblox"
You end up with your real photo + one restyled image per style, all the same square crop. Those are the textures the effect below cycles and reveals.
The complete, self-contained implementation follows, one file per block. It is framework-agnostic core logic — wire it into your own component and mount it on an element.
### lego/shaders.ts
```ts
const CNOISE3 = `
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
float cnoise(vec3 P){
vec3 Pi0 = floor(P); vec3 Pi1 = Pi0 + vec3(1.0);
Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P); vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000), dot(g010,g010), dot(g100,g100), dot(g110,g110)));
g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001), dot(g011,g011), dot(g101,g101), dot(g111,g111)));
g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000,n100,n010,n110), vec4(n001,n101,n011,n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
return 2.2 * mix(n_yz.x, n_yz.y, fade_xyz.x);
}
`;
export const FULL_VERT = `
attribute vec2 aPosition;
varying vec2 vUv;
void main() {
vUv = aPosition * 0.5 + 0.5;
gl_Position = vec4(aPosition, 0.0, 1.0);
}
`;
export const TRAIL_FRAG = `
precision highp float;
${CNOISE3}
varying vec2 vUv;
uniform vec2 uResolution;
uniform sampler2D uMap;
uniform vec2 uPointer;
uniform float uActive;
uniform float uDt;
uniform float uTime;
uniform float uSize;
void main() {
vec2 uv = vUv;
vec2 texel = vec2(1.0) / uResolution;
vec2 t = texel * (uDt * 16.0);
float c1 = texture2D(uMap, uv + t).r;
float c2 = texture2D(uMap, uv - t).r;
float c3 = texture2D(uMap, uv + t * vec2(-1.0, 1.0)).r;
float c4 = texture2D(uMap, uv + t * vec2(1.0, -1.0)).r;
float faded = min(min(c1, c2), min(c3, c4)) * (1.0 - uDt * 0.35);
float d = distance(uv, uPointer);
d += cnoise(vec3(uv * 2.0, uTime * 0.6)) * 0.45 * uSize;
float paint = smoothstep(uSize, uSize * 0.2, d) * uActive;
float v = max(faded, paint);
gl_FragColor = vec4(v, 0.0, 0.0, 1.0);
}
`;
export const LEGO_FRAG = `
precision highp float;
varying vec2 vUv;
uniform sampler2D uStyleA;
uniform sampler2D uStyleB;
uniform float uStyleMix;
uniform float uZoomA;
uniform float uZoomB;
uniform sampler2D uReal;
uniform sampler2D uTrail;
uniform vec2 uCover;
uniform vec2 uRealShift;
uniform float uRealZoom;
uniform vec2 uParallax;
vec2 cover(vec2 uv) { return (uv - 0.5) * uCover / 1.12 + 0.5 + uParallax; }
const float REVEAL_GRID = 24.0;
float sdRoundBox(vec2 p, vec2 b, float r) {
vec2 q = abs(p) - b + r;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
}
float cellVal(vec2 gc) {
vec2 uv = (gc + 0.5) / REVEAL_GRID;
return texture2D(uTrail, uv).r;
}
float cellOn(float v) { return step(0.5, v); }
float cellPop(float v) {
return smoothstep(0.5, 0.62, v) * (1.0 - smoothstep(0.62, 0.82, v));
}
float smin(float a, float b, float k) {
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
return mix(b, a, h) - k * h * (1.0 - h);
}
void main() {
float push = uStyleMix * (1.0 - uStyleMix) * 4.0;
float pz = 1.0 + 0.025 * push;
vec2 uvA = cover((vUv - 0.5) / (uZoomA * pz) + 0.5);
vec2 uvB = cover((vUv - 0.5) / (uZoomB * pz) + 0.5);
vec3 style = mix(texture2D(uStyleA, uvA).rgb, texture2D(uStyleB, uvB).rgb, uStyleMix);
vec2 realUV = cover((vUv - 0.5) / uRealZoom + 0.5) + uRealShift;
vec3 realCrisp = texture2D(uReal, realUV).rgb;
vec2 g = vUv * REVEAL_GRID;
vec2 base = floor(g);
float sd = 1e9;
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
vec2 gc = base + vec2(float(i), float(j));
float v = cellVal(gc);
if (cellOn(v) > 0.5) {
vec2 c = gc + 0.5;
float hs = 0.62 + 0.14 * cellPop(v);
float d = sdRoundBox(g - c, vec2(hs), 0.3);
sd = smin(sd, d, 0.16);
}
}
}
float m = 1.0 - smoothstep(-0.06, 0.06, sd);
vec3 outc = mix(style, realCrisp, m);
float e = 0.03;
float sdx = 1e9, sdy = 1e9;
for (int j = -2; j <= 2; j++) {
for (int i = -2; i <= 2; i++) {
vec2 gc = base + vec2(float(i), float(j));
float v = cellVal(gc);
if (cellOn(v) > 0.5) {
vec2 c = gc + 0.5;
float hs = 0.62 + 0.14 * cellPop(v);
sdx = smin(sdx, sdRoundBox(g + vec2(e, 0.0) - c, vec2(hs), 0.3), 0.16);
sdy = smin(sdy, sdRoundBox(g + vec2(0.0, e) - c, vec2(hs), 0.3), 0.16);
}
}
}
vec2 nrm = normalize(vec2(sdx - sd, sdy - sd) + 1e-6);
float lightBias = dot(nrm, normalize(vec2(-1.0, 1.0)));
float band = smoothstep(0.0, -0.05, sd) * smoothstep(-0.16, -0.05, sd);
outc *= 1.0 - band * 0.26 * clamp(-lightBias, 0.0, 1.0);
outc += band * 0.13 * clamp(lightBias, 0.0, 1.0) * m;
gl_FragColor = vec4(outc, 1.0);
}
`;
```
### lego/engine.ts
```ts
import { FULL_VERT, TRAIL_FRAG, LEGO_FRAG } from "./shaders";
import { mediaUrl } from "../../lib/video-sources";
const REAL_URL = mediaUrl("/lego/real.webp");
type Style = {
url: string;
bg: [number, number, number];
glow: [number, number, number];
zoom?: number;
};
const STYLES: Style[] = [
{ url: mediaUrl("/lego/lego.webp"), bg: [253, 246, 216], glow: [255, 222, 80], zoom: 1.12 },
{ url: mediaUrl("/lego/minecraft.webp"), bg: [231, 244, 224], glow: [126, 211, 90] },
{ url: mediaUrl("/lego/roblox.webp"), bg: [240, 238, 240], glow: [226, 78, 78] },
];
const STYLE_HOLD = 2.8;
const STYLE_FADE = 0.28;
export type LegoFrameState = {
tiltX: number;
tiltY: number;
glowX: number;
glowY: number;
glowI: number;
bg: string;
glowColor: string;
};
const TRAIL_RES = 220;
const TRAIL_SIZE = 0.13;
const TRAIL_SIZE_AUTO = 0.2;
const REAL_ZOOM = 1.12;
const REAL_SHIFT: [number, number] = [-0.01, 0.05];
export class LegoReveal {
private host: HTMLElement;
private canvas: HTMLCanvasElement;
private gl: WebGLRenderingContext | null = null;
private display: WebGLProgram | null = null;
private trail: WebGLProgram | null = null;
private dLoc: Record<string, WebGLUniformLocation | null> = {};
private tLoc: Record<string, WebGLUniformLocation | null> = {};
private quad: WebGLBuffer | null = null;
private styleTex: (WebGLTexture | null)[] = STYLES.map(() => null);
private realTex: WebGLTexture | null = null;
private blackTex: WebGLTexture | null = null;
private styleAR = 1;
private styleIdx = 0;
private styleClock = 0;
private styleMix = 0;
private rtA: { fb: WebGLFramebuffer; tex: WebGLTexture } | null = null;
private rtB: { fb: WebGLFramebuffer; tex: WebGLTexture } | null = null;
private hasTrail = false;
private raf = 0;
private running = false;
private visible = false;
private painted = false;
private destroyed = false;
private last = 0;
private time = 0;
private idle = 3;
private w = 0;
private h = 0;
private dpr = 1;
private px = 0.5;
private py = 0.5;
private tpx = 0.5;
private tpy = 0.5;
private active = 0;
private autoActive = 0;
private revealSize = TRAIL_SIZE;
private parx = 0;
private pary = 0;
private tiltX = 0;
private tiltY = 0;
private glowX = 0.5;
private glowY = 0.5;
private glowI = 0;
private onFrame?: (s: LegoFrameState) => void;
onReady?: () => void;
ok = false;
constructor(host: HTMLElement, onFrame?: (s: LegoFrameState) => void) {
this.host = host;
this.onFrame = onFrame;
this.canvas = document.createElement("canvas");
Object.assign(this.canvas.style, {
position: "absolute",
inset: "0",
width: "100%",
height: "100%",
display: "block",
opacity: "0",
});
host.appendChild(this.canvas);
const gl = this.canvas.getContext("webgl", {
alpha: false,
antialias: false,
premultipliedAlpha: false,
});
if (!gl) return;
this.gl = gl;
gl.clearColor(0.06, 0.06, 0.07, 1);
try {
this.display = this.build(FULL_VERT, LEGO_FRAG);
this.trail = this.build(FULL_VERT, TRAIL_FRAG);
} catch {
this.gl = null;
return;
}
for (const u of ["uStyleA", "uStyleB", "uStyleMix", "uZoomA", "uZoomB", "uReal", "uTrail", "uCover", "uRealShift", "uRealZoom", "uParallax"]) {
this.dLoc[u] = gl.getUniformLocation(this.display, u);
}
for (const u of ["uResolution", "uMap", "uPointer", "uActive", "uDt", "uTime", "uSize"]) {
this.tLoc[u] = gl.getUniformLocation(this.trail, u);
}
const aPosD = gl.getAttribLocation(this.display, "aPosition");
this.quad = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.quad);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(aPosD);
gl.vertexAttribPointer(aPosD, 2, gl.FLOAT, false, 0, 0);
this.setupTrail();
const ph = this.placeholder([40, 40, 45, 255]);
this.styleTex = STYLES.map(() => ph);
this.realTex = ph;
this.blackTex = this.placeholder([0, 0, 0, 255]);
this.loadTexture(STYLES[0].url, (t, ar) => {
this.styleTex[0] = t;
this.styleAR = ar;
this.onReady?.();
this.onReady = undefined;
if (!this.running) this.renderOnce();
});
for (let i = 1; i < STYLES.length; i++) {
const idx = i;
this.loadTexture(STYLES[idx].url, (t) => {
this.styleTex[idx] = t;
});
}
this.loadTexture(REAL_URL, (t) => {
this.realTex = t;
if (!this.running) this.renderOnce();
});
this.canvas.addEventListener("pointermove", this.onMove);
this.canvas.addEventListener("pointerenter", this.onEnter);
this.canvas.addEventListener("pointerleave", this.onLeave);
this.resize();
this.ok = true;
}
private build(vs: string, fs: string): WebGLProgram {
const gl = this.gl!;
const c = (type: number, src: string) => {
const sh = gl.createShader(type)!;
gl.shaderSource(sh, src);
gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(sh) || "compile failed");
}
return sh;
};
const prog = gl.createProgram()!;
gl.attachShader(prog, c(gl.VERTEX_SHADER, vs));
gl.attachShader(prog, c(gl.FRAGMENT_SHADER, fs));
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
throw new Error(gl.getProgramInfoLog(prog) || "link failed");
}
return prog;
}
private placeholder(rgba: number[]): WebGLTexture | null {
const gl = this.gl;
if (!gl) return null;
const t = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, t);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(rgba));
return t;
}
private setupTrail() {
const gl = this.gl!;
const ext = gl.getExtension("OES_texture_half_float");
gl.getExtension("OES_texture_half_float_linear");
const type = ext ? ext.HALF_FLOAT_OES : gl.UNSIGNED_BYTE;
const make = () => {
const tex = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, TRAIL_RES, TRAIL_RES, 0, gl.RGBA, type, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const fb = gl.createFramebuffer()!;
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
const ok = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return ok ? { fb, tex } : null;
};
const a = make();
const b = make();
if (a && b) {
this.rtA = a;
this.rtB = b;
this.hasTrail = true;
for (const rt of [a, b]) {
gl.bindFramebuffer(gl.FRAMEBUFFER, rt.fb);
gl.viewport(0, 0, TRAIL_RES, TRAIL_RES);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.clearColor(0.06, 0.06, 0.07, 1);
}
}
private loadTexture(url: string, done: (t: WebGLTexture, ar: number) => void) {
const img = new Image();
img.crossOrigin = "anonymous";
img.onload = () => {
const gl = this.gl;
if (!gl || this.destroyed) return;
const tex = gl.createTexture()!;
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
done(tex, (img.naturalWidth || 1) / (img.naturalHeight || 1));
};
img.src = url;
}
private onMove = (e: PointerEvent) => {
const r = this.canvas.getBoundingClientRect();
this.tpx = (e.clientX - r.left) / r.width;
this.tpy = 1 - (e.clientY - r.top) / r.height;
this.active = 1;
this.wake();
};
private onEnter = () => {
this.active = 1;
this.wake();
};
private onLeave = () => {
this.active = 0;
};
private wake() {
if (this.visible && !this.running) this.startLoop();
}
resize() {
const r = this.host.getBoundingClientRect();
this.dpr = Math.min(2, window.devicePixelRatio || 1);
this.w = r.width;
this.h = r.height;
const cw = Math.max(1, Math.round(this.w * this.dpr));
const ch = Math.max(1, Math.round(this.h * this.dpr));
if (this.canvas.width !== cw || this.canvas.height !== ch) {
this.canvas.width = cw;
this.canvas.height = ch;
this.gl?.viewport(0, 0, cw, ch);
if (!this.running) this.renderOnce();
}
}
private coverScale(imgAR: number): [number, number] {
const cardAR = this.w / Math.max(1, this.h);
if (cardAR > imgAR) return [1, imgAR / cardAR];
return [cardAR / imgAR, 1];
}
setVisible(v: boolean) {
if (!this.ok) return;
this.visible = v;
if (v) {
this.resize();
this.startLoop();
} else {
this.pause();
}
}
private startLoop() {
if (!this.ok || this.running) return;
this.running = true;
this.resize();
this.last = 0;
const loop = (now: number) => {
if (!this.running) return;
this.frame(now);
this.raf = requestAnimationFrame(loop);
};
this.raf = requestAnimationFrame(loop);
}
private pause() {
this.running = false;
if (this.raf) cancelAnimationFrame(this.raf);
this.raf = 0;
}
renderStill() {
this.resize();
this.renderDisplay();
}
private renderOnce() {
if (this.running) return;
requestAnimationFrame(() => this.renderDisplay());
}
private frame(now: number) {
const dt = this.last ? Math.min(0.05, (now - this.last) / 1000) : 0.016;
this.last = now;
this.time += dt;
this.idle = this.active ? 0 : this.idle + dt;
this.styleClock += dt;
if (this.styleClock < STYLE_HOLD) {
this.styleMix = 0;
} else if (this.styleClock < STYLE_HOLD + STYLE_FADE) {
const t = (this.styleClock - STYLE_HOLD) / STYLE_FADE;
this.styleMix = t * t * t * (t * (t * 6 - 15) + 10);
} else {
this.styleIdx = (this.styleIdx + 1) % STYLES.length;
this.styleClock = 0;
this.styleMix = 0;
}
const auto = Math.min(1, Math.max(0, this.idle - 0.4) / 0.9);
const T = this.time;
const FX = 0.5;
const FY = 0.66;
const ax =
FX +
0.16 * Math.sin(T * 1.15) +
0.09 * Math.sin(T * 2.6 + 1.0) +
0.05 * Math.cos(T * 4.1 + 0.4);
const ay =
FY +
0.13 * Math.cos(T * 0.95 + 2.1) +
0.07 * Math.sin(T * 2.2 + 0.5) +
0.04 * Math.cos(T * 3.7 + 1.7);
const cx = this.active ? this.tpx : this.tpx * (1 - auto) + ax * auto;
const cy = this.active ? this.tpy : this.tpy * (1 - auto) + ay * auto;
const rev = Math.max(this.active, auto);
this.revealSize = TRAIL_SIZE + (TRAIL_SIZE_AUTO - TRAIL_SIZE) * (auto * (1 - this.active));
this.px += (cx - this.px) * 0.4;
this.py += (cy - this.py) * 0.4;
this.autoActive = rev;
const P = 0.02 + (0.07 - 0.02) * (auto * (1 - this.active));
const targX = -(this.px - 0.5) * 2.0 * P * Math.max(rev, this.active);
const targY = (this.py - 0.5) * 2.0 * P * Math.max(rev, this.active);
this.parx += (targX - this.parx) * 0.045;
this.pary += (targY - this.pary) * 0.045;
const MAXDEG = 7.0 + 5.0 * (auto * (1 - this.active));
const targRY = (this.px - 0.5) * 2.0 * MAXDEG;
const targRX = (this.py - 0.5) * 2.0 * MAXDEG;
this.tiltY += (targRY - this.tiltY) * 0.06;
this.tiltX += (targRX - this.tiltX) * 0.06;
const gTargX = this.px;
const gTargY = 1.0 - this.py;
this.glowX += (gTargX - this.glowX) * 0.08;
this.glowY += (gTargY - this.glowY) * 0.08;
const gTargI = 0.28 + 0.72 * rev + 0.4 * this.active;
this.glowI += (gTargI - this.glowI) * 0.09;
const cur = STYLES[this.styleIdx];
const nxt = STYLES[(this.styleIdx + 1) % STYLES.length];
const rgb = (a: [number, number, number], b: [number, number, number]) => {
const m = this.styleMix;
const r = Math.round(a[0] + (b[0] - a[0]) * m);
const g = Math.round(a[1] + (b[1] - a[1]) * m);
const bl = Math.round(a[2] + (b[2] - a[2]) * m);
return `rgb(${r}, ${g}, ${bl})`;
};
this.onFrame?.({
tiltX: this.tiltX,
tiltY: this.tiltY,
glowX: this.glowX,
glowY: this.glowY,
glowI: this.glowI,
bg: rgb(cur.bg, nxt.bg),
glowColor: rgb(cur.glow, nxt.glow),
});
if (this.hasTrail) this.stepTrail(dt);
this.renderDisplay();
}
private stepTrail(dt: number) {
const gl = this.gl!;
if (!this.rtA || !this.rtB) return;
gl.useProgram(this.trail);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.rtB.fb);
gl.viewport(0, 0, TRAIL_RES, TRAIL_RES);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.rtA.tex);
gl.uniform1i(this.tLoc.uMap, 0);
gl.uniform2f(this.tLoc.uResolution, TRAIL_RES, TRAIL_RES);
gl.uniform2f(this.tLoc.uPointer, this.px, this.py);
gl.uniform1f(this.tLoc.uActive, this.autoActive);
gl.uniform1f(this.tLoc.uDt, dt);
gl.uniform1f(this.tLoc.uTime, this.time);
gl.uniform1f(this.tLoc.uSize, this.revealSize);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
const t = this.rtA;
this.rtA = this.rtB;
this.rtB = t;
}
private renderDisplay() {
const gl = this.gl;
if (!gl || !this.display) return;
gl.viewport(0, 0, this.canvas.width, this.canvas.height);
gl.useProgram(this.display);
const texA = this.styleTex[this.styleIdx] ?? this.blackTex;
const texB = this.styleTex[(this.styleIdx + 1) % STYLES.length] ?? texA;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texA);
gl.uniform1i(this.dLoc.uStyleA, 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texB);
gl.uniform1i(this.dLoc.uStyleB, 1);
gl.uniform1f(this.dLoc.uStyleMix, this.styleMix);
gl.uniform1f(this.dLoc.uZoomA, STYLES[this.styleIdx].zoom ?? 1);
gl.uniform1f(this.dLoc.uZoomB, STYLES[(this.styleIdx + 1) % STYLES.length].zoom ?? 1);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.realTex);
gl.uniform1i(this.dLoc.uReal, 2);
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, this.hasTrail && this.rtA ? this.rtA.tex : this.blackTex);
gl.uniform1i(this.dLoc.uTrail, 3);
const [cx, cy] = this.coverScale(this.styleAR);
gl.uniform2f(this.dLoc.uCover, cx, cy);
gl.uniform2f(this.dLoc.uRealShift, REAL_SHIFT[0], REAL_SHIFT[1]);
gl.uniform1f(this.dLoc.uRealZoom, REAL_ZOOM);
gl.uniform2f(this.dLoc.uParallax, this.parx, this.pary);
gl.drawArrays(gl.TRIANGLES, 0, 3);
if (!this.painted) {
this.painted = true;
this.canvas.style.opacity = "1";
}
}
destroy() {
this.destroyed = true;
this.visible = false;
this.pause();
this.canvas.removeEventListener("pointermove", this.onMove);
this.canvas.removeEventListener("pointerenter", this.onEnter);
this.canvas.removeEventListener("pointerleave", this.onLeave);
const gl = this.gl;
if (gl) {
const uniq = new Set<WebGLTexture>();
[...this.styleTex, this.realTex, this.blackTex, this.rtA?.tex ?? null, this.rtB?.tex ?? null].forEach(
(t) => t && uniq.add(t),
);
uniq.forEach((t) => gl.deleteTexture(t));
[this.rtA?.fb, this.rtB?.fb].forEach((f) => f && gl.deleteFramebuffer(f));
if (this.quad) gl.deleteBuffer(this.quad);
gl.getExtension("WEBGL_lose_context")?.loseContext();
}
this.canvas.remove();
}
}
```Discovery vocabulary
Related by governed terms
An animated SVG signature effect that draws out text as if hand-written.
More from Vault