"use client"; import { useEffect, useRef } from "react"; import { useReducedMotion } from "motion/react"; type CrystalCoreProps = { /** Six-digit hex colour of the quartz. */ tint?: string; /** Six-digit hex colour of the light inside. */ glow?: string; /** 1 is the default pace; 2 is twice as fast. */ speed?: number; /** Name read out by screen readers. */ label?: string; /** Set the size here. */ className?: string; }; const MAX_PIXELS = 1200000; const VERTEX = `attribute vec2 p;void main(){gl_Position=vec4(p,0.,1.);}`; /* Every crystal is a true convex solid: 6 sides, 6 tip faces and a foot, cut by planes. So facets stay sharp at any size and light can bounce inside. */ const FRAGMENT = `precision highp float; uniform vec2 res,turn; uniform vec3 tint,glow; uniform float time,charge,wave,pulse; uniform vec4 pA[7],pB[7],rock[14]; const vec3 H=vec3(0.,-.25,0.); vec3 orbit(vec3 v){ float c=cos(turn.y),s=sin(turn.y); v=vec3(v.x,c*v.y-s*v.z,s*v.y+c*v.z); c=cos(turn.x);s=sin(turn.x); return vec3(c*v.x+s*v.z,v.y,-s*v.x+c*v.z); } vec3 toLocal(vec3 v,vec3 a){ vec3 u=normalize(cross(a,vec3(.31,.17,.93))),w=cross(a,u); return vec3(dot(v,u),dot(v,a),dot(v,w)); } vec3 toWorld(vec3 v,vec3 a){ vec3 u=normalize(cross(a,vec3(.31,.17,.93))),w=cross(a,u); return u*v.x+a*v.y+w*v.z; } void cut(vec3 ro,vec3 rd,vec3 n,float h,inout float tN,inout float tF,inout vec3 nN,inout vec3 nF){ float den=dot(n,rd),num=h-dot(n,ro); if(abs(den)<1e-5){if(num<0.)tN=1e6;return;} float t=num/den; if(den<0.){if(t>tN){tN=t;nN=n;}} else if(t.01){sum+=keep*room(toWorld(leave,A.xyz))*.75;keep*=.3;} r=reflect(r,nb); p=e-nb*.001; } return sum; } void main(){ vec2 uv=(gl_FragCoord.xy-.5*res)/(.5*min(res.x,res.y)); vec3 o=orbit(vec3(0.,0.,7.2))+vec3(0.,.42,0.),d=orbit(normalize(vec3(uv,-2.6))); float best=1e5;vec3 nHit=vec3(0.);vec4 hA=vec4(0.),hB=vec4(0.);bool stone=false; for(int i=0;i<7;i++){ vec4 A=pA[i],B=pB[i]; vec3 c=B.xyz+A.xyz*B.w*.6-o; float k=dot(c,d),rad=B.w*.7+A.w*1.6; if(dot(c,c)-k*k>rad*rad)continue; float a,b;vec3 na,nb; if(prism(toLocal(o-B.xyz,A.xyz),toLocal(d,A.xyz),A.w,B.w,a,b,na,nb)&&a>0.&&a0.&&tN9e4){ float halo=exp(-dot(uv-vec2(0.,-.2),uv-vec2(0.,-.2))*1.5)*.11*charge; col=vec4(glow*halo,halo); }else{ vec3 p=o+d*best,c; if(stone){ float grain=noise(p*5.)*.6+noise(p*19.)*.4; float key=max(dot(nHit,normalize(vec3(-.5,.7,.5))),0.); float near=exp(-length(p-vec3(0.,-.8,0.))*1.5); c=vec3(.022,.02,.021)*(.25+1.1*key)*(.45+grain)+glow*near*(.22+grain*.3)*charge*.65; c+=glow*exp(-pow(length(p-H)-wave,2.)*5.)*pulse*.5*grain; }else{ float f=.09+.91*pow(1.-max(dot(-d,nHit),0.),5.); vec3 l=toLocal(p-hB.xyz,hA.xyz); vec3 r=refract(toLocal(d,hA.xyz),toLocal(nHit,hA.xyz),.645); c=room(reflect(d,nHit))*f+inside(l+r*.001,r,hA,hB)*(1.-f); } c=1.-exp(-c*1.5); col=vec4(pow(c,vec3(.75)),1.); } gl_FragColor=col; }`; /* axis x, y, z, radius, then foot x, y, z, length */ const CRYSTALS = [ [0.02, 1, 0.05, 0.55, 0, -1.1, 0, 2.2], [-0.38, 0.9, 0.2, 0.38, -0.5, -1, 0.2, 1.5], [0.42, 0.88, -0.15, 0.42, 0.55, -1.05, -0.1, 1.7], [0.7, 0.7, 0.25, 0.24, 0.9, -1, 0.35, 1], [-0.75, 0.62, -0.25, 0.26, -0.85, -1, -0.3, 1], [0.1, 0.8, 0.6, 0.3, 0.1, -1, 0.5, 1.1], [-0.2, 0.85, -0.55, 0.28, -0.2, -1, -0.55, 1.25], ]; /* The rock: 14 flat cuts around a squashed ball, each a little deeper than the last, so it reads as broken stone. */ function rockPlanes() { return Array.from({ length: 14 }, (_, i) => { const y = 1 - (2 * (i + 0.5)) / 14; const round = Math.sqrt(1 - y * y); const x = Math.cos(i * 2.39996) * round; const z = Math.sin(i * 2.39996) * round; const reach = Math.hypot(x * 2.05, y * 0.92, z * 1.75); return [x, y, z, -1.55 * y + reach * (0.84 + 0.16 * ((i * 0.618) % 1))]; }).flat(); } const rgb = (hex: string) => [1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16) / 255); function program(gl: WebGLRenderingContext) { const made = gl.createProgram(); for (const [type, text] of [[gl.VERTEX_SHADER, VERTEX], [gl.FRAGMENT_SHADER, FRAGMENT]] as const) { const shader = gl.createShader(type); if (!made || !shader) return null; gl.shaderSource(shader, text); gl.compileShader(shader); gl.attachShader(made, shader); } if (!made) return null; gl.linkProgram(made); return gl.getProgramParameter(made, gl.LINK_STATUS) ? made : null; } /* CrystalCore: a quartz cluster on broken rock with a slow light inside. Drag or arrow keys turn it; a press sends a pulse of light out through the stone. Runs only while on screen. */ export function CrystalCore({ tint = "#d8a874", glow = "#ff6a24", speed = 1, label = "A quartz crystal cluster with a light inside. Drag or use arrow keys to turn it, press to pulse.", className = "aspect-square w-80", }: CrystalCoreProps) { const reduce = useReducedMotion(); const boxRef = useRef(null); const plainRef = useRef(null); useEffect(() => { const box = boxRef.current; const plain = plainRef.current; if (!box || !plain) return; const canvas = document.createElement("canvas"); canvas.setAttribute("aria-hidden", "true"); canvas.style.cssText = "position:absolute;inset:0;width:100%;height:100%"; const gl = canvas.getContext("webgl", { alpha: true, antialias: false }); const made = gl && program(gl); if (!gl || !made) return; gl.useProgram(made); gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW); const corner = gl.getAttribLocation(made, "p"); gl.enableVertexAttribArray(corner); gl.vertexAttribPointer(corner, 2, gl.FLOAT, false, 0, 0); const at = (name: string) => gl.getUniformLocation(made, name); gl.uniform3fv(at("tint"), rgb(tint)); gl.uniform3fv(at("glow"), rgb(glow)); gl.uniform4fv(at("pA"), CRYSTALS.flatMap(([x, y, z, r]) => { const size = Math.hypot(x, y, z); return [x / size, y / size, z / size, r]; })); gl.uniform4fv(at("pB"), CRYSTALS.flatMap((c) => c.slice(4))); gl.uniform4fv(at("rock"), rockPlanes()); let raf = 0; let last = 0; let inView = false; let time = reduce ? 4 : 0; let yaw = 0.5; let pitch = 0.1; let spin = 0.14; let age = reduce ? 0.45 : 9; let held = false; let moved = 0; let lastX = 0; let lastY = 0; const draw = () => { gl.uniform2f(at("turn"), yaw, pitch); gl.uniform1f(at("time"), time % 1000); gl.uniform1f(at("charge"), 0.75 + 0.16 * Math.sin(time * 1.1) + 0.08 * Math.sin(time * 2.3)); gl.uniform1f(at("wave"), age * 3.4); gl.uniform1f(at("pulse"), Math.max(0, 1 - age / 1.15)); gl.drawArrays(gl.TRIANGLES, 0, 3); }; const frame = (now: number) => { const dt = Math.min(0.05, (now - last) / 1000 || 0); last = now; time += dt * speed; age += dt; if (!held) { yaw += spin * dt; spin += (0.14 * speed - spin) * Math.min(1, dt * 2.4); } draw(); raf = inView ? requestAnimationFrame(frame) : 0; }; const start = () => { if (inView && !raf && !reduce) raf = requestAnimationFrame(frame); }; const fit = () => { const { width, height } = box.getBoundingClientRect(); if (!width || !height) return; const scale = Math.min(Math.max(window.devicePixelRatio, 1.5), 2, Math.sqrt(MAX_PIXELS / (width * height))); canvas.width = Math.round(width * scale); canvas.height = Math.round(height * scale); gl.viewport(0, 0, canvas.width, canvas.height); gl.uniform2f(at("res"), canvas.width, canvas.height); draw(); }; const press = (e: PointerEvent) => { held = true; moved = 0; lastX = e.clientX; lastY = e.clientY; box.setPointerCapture(e.pointerId); }; const drag = (e: PointerEvent) => { if (!held) return; const dx = e.clientX - lastX; const dy = e.clientY - lastY; lastX = e.clientX; lastY = e.clientY; moved += Math.abs(dx) + Math.abs(dy); yaw += dx * 0.009; pitch = Math.min(0.5, Math.max(-0.12, pitch + dy * 0.005)); spin = dx * 0.4; if (reduce) draw(); }; const release = () => { held = false; }; const click = () => { if (moved > 6) { moved = 0; return; } age = reduce ? 0.45 : 0; if (reduce) draw(); }; const key = (e: KeyboardEvent) => { const turn = { ArrowLeft: -1, ArrowRight: 1 }[e.key] ?? 0; const tilt = { ArrowUp: -1, ArrowDown: 1 }[e.key] ?? 0; if (!turn && !tilt) return; e.preventDefault(); yaw += turn * 0.2; spin = turn * 1.4 || spin; pitch = Math.min(0.5, Math.max(-0.12, pitch + tilt * 0.08)); if (reduce) draw(); }; fit(); box.append(canvas); plain.hidden = true; const sized = new ResizeObserver(fit); sized.observe(box); const watch = new IntersectionObserver(([entry]) => { inView = entry.isIntersecting; start(); }); watch.observe(box); const lost = () => { canvas.remove(); plain.hidden = false; }; canvas.addEventListener("webglcontextlost", lost); box.addEventListener("pointerdown", press); box.addEventListener("pointermove", drag); box.addEventListener("pointerup", release); box.addEventListener("pointercancel", release); box.addEventListener("click", click); box.addEventListener("keydown", key); return () => { cancelAnimationFrame(raf); sized.disconnect(); watch.disconnect(); canvas.removeEventListener("webglcontextlost", lost); box.removeEventListener("pointerdown", press); box.removeEventListener("pointermove", drag); box.removeEventListener("pointerup", release); box.removeEventListener("pointercancel", release); box.removeEventListener("click", click); box.removeEventListener("keydown", key); gl.getExtension("WEBGL_lose_context")?.loseContext(); canvas.remove(); plain.hidden = false; }; }, [tint, glow, speed, reduce]); return ( ); }