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Fluid Hero

A pinned studio hero: rocks and brand words fly in and settle into orbit, a WebGL fluid cursor trails the pointer, and the whole frame shrinks and dims as it scrolls away.

Kinematic Studio — web agency Kuwait
Kinematic Studio project shown on a laptop
Scroll

Move your cursor over it — open it in a new page for the pinned scroll

Installation

  1. 1. Install the dependencies.

    terminal
    npm install gsap three @react-three/fiber @react-three/drei clsx tailwind-merge
  2. 2. Add the cn helper, if you don't already have it.

    lib/utils.ts
    import { clsx, type ClassValue } from "clsx";
    import { twMerge } from "tailwind-merge";
    
    export function cn(...inputs: ClassValue[]) {
      return twMerge(clsx(inputs));
    }
  3. 3. Copy the component into your project.

    components/ui/fluid-hero.tsx
    'use client'
    
    import { Suspense, lazy, useEffect, useRef, useState } from 'react'
    import gsap from 'gsap'
    import FluidCursor, { type FluidCursorHandle } from '@/components/ui/kinematics/fluid-cursor'
    import SplitText from '@/components/ui/kinematics/split-text'
    import { usePrefersReducedMotion } from '@/lib/use-prefers-reduced-motion'
    
    // three.js + @react-three/fiber + drei (LaptopDepthCard's whole dependency
    // tree) were the single biggest chunk of this page's JS bootup cost — a
    // Lighthouse audit showed ~3.4s of main-thread script evaluation on load,
    // almost entirely this library, for what's a purely decorative parallax
    // effect. Loading it lazily keeps that off the critical path for
    // interactivity (TBT/TTI). Tried ssr:false with an in-`loading` fallback
    // first, but that made LCP *worse* (4.5s -> 7.5s): ssr:false skips server
    // rendering entirely, so nothing paints in that slot until the client
    // bundle finishes downloading — later than before. Fixed by always
    // server-rendering a plain <Image> (see the JSX below) as a permanent
    // layer — fast LCP, identical to the 3D canvas's own colorMap texture —
    // with the dynamically-imported (still ssr:false, still off the critical
    // script-eval path) Canvas layered on top of it once it's actually ready.
    // Ported to React.lazy, which defers the import() the same way: Astro only
    // hydrates this island on the client, so there is no SSR pass to opt out of.
    const LaptopDepthCard = lazy(() => import('@/components/ui/kinematics/laptop-depth-card'))
    
    interface RockConfig {
      top: string
      left: string
      size: number
      rotate: number
      flip?: boolean
      opacity?: number
    }
    
    // Fixed, hand-placed layout (not runtime-random) so spacing stays
    // intentional and there's no SSR/CSR hydration mismatch.
    // Positions sit in a ring around the centered laptop — the middle of
    // the frame is left clear so nothing overlaps it.
    const ROCKS: RockConfig[] = [
      { top: '8%',  left: '6%',  size: 180, rotate: -18 },              // top-left
      { top: '4%',  left: '42%', size: 160, rotate: 12 },                // top-center, above laptop
      { top: '10%', left: '84%', size: 130, rotate: 16 },                // top-right
      { top: '45%', left: '6%',  size: 140, rotate: 28, flip: true },    // mid-left
      { top: '50%', left: '80%', size: 225, rotate: -10 }, // mid-right — largest
      { top: '78%', left: '12%', size: 120, rotate: 42, opacity: 0.85 }, // bottom-left
      { top: '84%', left: '42%', size: 165, rotate: -32, flip: true },   // bottom-center, below laptop
    ]
    
    interface WordConfig {
      text: string
      top: string
      left?: string
      right?: string
      align: 'left' | 'right'
    }
    
    // Same right value on PRECISE and the scroll cue below it — using the CSS
    // `right` property (not `left`) is what guarantees their right edges land
    // flush, regardless of how wide each element's own content is.
    const PRECISE_RIGHT_EDGE = '8%'
    
    // Three words orbiting the laptop, pushed out clear of it (and every rock's
    // footprint) so they never get blocked by the laptop's own opaque pixels.
    const BRAND_WORDS: WordConfig[] = [
      { text: 'BOLD', top: '24%', left: '72%', align: 'left' },
      { text: 'FLUID', top: '50%', left: '4%', align: 'left' },
      { text: 'PRECISE', top: '68%', right: PRECISE_RIGHT_EDGE, align: 'right' },
    ]
    
    // Rocks finish landing at 0.15 + 6*0.07 + 0.9 ≈ 1.47s (see the entry tween
    // below) — text waits until they've settled before it starts revealing.
    const ROCKS_SETTLE = 1.5
    
    // Shared SplitText entrance tuning for the brand words — a per-letter reveal
    // that only runs on the solid layer below (the hollow layer just fades in
    // in sync, so there's exactly one letter-by-letter animation per word, not
    // two competing ones). Each word's own `startDelay` staggers BOLD -> FLUID
    // -> PRECISE -> Scroll one after another, starting once the rocks have landed.
    const WORD_SPLIT_PROPS = {
      splitType: 'chars' as const,
      duration: 0.6,
      delay: 80,
      ease: 'power2.out',
      from: { opacity: 0, y: -30 },
      to: { opacity: 1, y: 0 },
    }
    
    function CanvasLive({ onLive }: { onLive: (live: boolean) => void }) {
      useEffect(() => {
        onLive(true)
        return () => onLive(false)
      }, [onLive])
      return null
    }
    
    export default function FluidHero({ disableScrollAnimations = false }: { disableScrollAnimations?: boolean }) {
      const floatRefs = useRef<(HTMLDivElement | null)[]>([])
      const spinRefs = useRef<(HTMLDivElement | null)[]>([])
      const laptopFloatRef = useRef<HTMLDivElement | null>(null)
      const fluidRef = useRef<FluidCursorHandle | null>(null)
      const hollowWordRefs = useRef<(HTMLSpanElement | null)[]>([])
      const scrollArrowRef = useRef<SVGSVGElement | null>(null)
      const heroShrinkRef = useRef<HTMLDivElement | null>(null)
      const dimOverlayRef = useRef<HTMLDivElement | null>(null)
      const pinContainerRef = useRef<HTMLDivElement | null>(null)
      const [hoveredWord, setHoveredWord] = useState<number | null>(null)
      const [scrollHovered, setScrollHovered] = useState(false)
      // LaptopDepthCard's whole shader/parallax effect only ever reacts to
      // onPointerEnter/onPointerMove (hover) — touch devices can never trigger
      // it. Starts false (matches the SSR/first-paint output, avoiding a
      // hydration mismatch) and flips true only when the device actually has a
      // real hover-capable pointer, same check CustomCursor.tsx already uses.
      // Since `lazy(() => import(...))` only fires its import() the first
      // time the component is actually rendered, gating the render like this
      // means touch/mobile visitors never download or execute three.js,
      // @react-three/fiber, or drei at all — previously the single biggest
      // chunk of this page's JS bootup cost for every visitor, hover-capable or
      // not.
      const [canHover, setCanHover] = useState(false)
      // The still below the canvas is a first-paint placeholder, not a permanent
      // layer: the laptop texture has a transparent background, so once the
      // canvas draws it displaced by the parallax, the untouched still shows
      // through as a second, stationary laptop.
      const [cardLive, setCardLive] = useState(false)
      const reducedMotion = usePrefersReducedMotion()
    
      useEffect(() => {
        setCanHover(window.matchMedia('(hover: hover) and (pointer: fine)').matches)
      }, [])
    
      useEffect(() => {
        // gsap.context + revert() so React Strict Mode's dev-only double-invoke
        // of effects (mount -> cleanup -> mount) properly kills the first
        // pass's entry tweens before the second pass starts fresh ones —
        // without this, both passes fight over the same elements/properties
        // and can leave them stuck at an intermediate scale/position.
        const ctx = gsap.context(() => {
          // Reduced motion: every element here lands directly at its resting
          // state — no fly-in-from-center entrance, and critically none of the
          // infinite float/spin/yoyo loops (rocks drifting and rotating
          // forever, the laptop bobbing, the scroll arrow bouncing), which are
          // exactly the kind of continuous motion prefers-reduced-motion exists
          // to suppress.
          if (reducedMotion) {
            floatRefs.current.forEach((el, i) => {
              if (!el) return
              gsap.set(el, { x: 0, y: 0, scale: 1, opacity: ROCKS[i]?.opacity ?? 1 })
            })
            hollowWordRefs.current.forEach((el) => {
              if (el) gsap.set(el, { opacity: 1 })
            })
            if (scrollArrowRef.current) gsap.set(scrollArrowRef.current, { opacity: 1, y: 0 })
            return
          }
    
          const centerX = window.innerWidth / 2
          const centerY = window.innerHeight / 2
    
          // Entry: every rock starts tiny, at the screen's center, invisible —
          // then flies out to its resting spot, overshooting to 110% size before
          // settling to 100%. The continuous float/spin loops only start once
          // that settle finishes, so they don't fight the entry tween for the
          // same x/y/scale properties.
          floatRefs.current.forEach((el, i) => {
            if (!el) return
            const rect = el.getBoundingClientRect()
            const dx = centerX - (rect.left + rect.width / 2)
            const dy = centerY - (rect.top + rect.height / 2)
            const targetOpacity = ROCKS[i]?.opacity ?? 1
    
            gsap.fromTo(
              el,
              { x: dx, y: dy, scale: 0.15, opacity: 0 },
              {
                x: 0,
                y: 0,
                scale: 1.1,
                opacity: targetOpacity,
                duration: 0.9,
                delay: 0.15 + i * 0.07,
                ease: 'power3.out',
                onComplete: () => {
                  gsap.to(el, { scale: 1, duration: 0.35, ease: 'power2.out' })
                  gsap.to(el, {
                    y: '+=16',
                    duration: 3.2 + i * 0.4,
                    ease: 'sine.inOut',
                    yoyo: true,
                    repeat: -1,
                  })
                },
              }
            )
          })
    
          spinRefs.current.forEach((el, i) => {
            if (!el) return
            gsap.to(el, {
              rotation: `+=${i % 2 === 0 ? 360 : -360}`,
              duration: 24 + i * 5,
              ease: 'none',
              repeat: -1,
              delay: 1,
            })
          })
    
          if (laptopFloatRef.current) {
            gsap.to(laptopFloatRef.current, {
              y: '+=18',
              duration: 3.6,
              ease: 'sine.inOut',
              yoyo: true,
              repeat: -1,
            })
          }
    
          // Hollow word layer just fades in as a whole, synced to the same start
          // as its solid counterpart's per-letter reveal — it's the laptop-side
          // cutout of the same word, not a second animation of its own.
          hollowWordRefs.current.forEach((el, i) => {
            if (!el) return
            gsap.fromTo(
              el,
              { opacity: 0 },
              { opacity: 1, duration: 0.6, delay: ROCKS_SETTLE + i * 0.5, ease: 'power2.out' }
            )
          })
    
          // Brand words animate in via <SplitText> (per-character reveal); the
          // "Scroll" label does too, once the words are done — only the arrow
          // icon still needs a manual tween, since it isn't text.
          if (scrollArrowRef.current) {
            gsap.fromTo(
              scrollArrowRef.current,
              { opacity: 0 },
              {
                opacity: 1,
                duration: 0.3,
                delay: 4.5,
                ease: 'power2.out',
                onComplete: () => {
                  gsap.to(scrollArrowRef.current, {
                    y: 8,
                    duration: 1.1,
                    ease: 'sine.inOut',
                    yoyo: true,
                    repeat: -1,
                  })
                },
              }
            )
          }
        })
    
        return () => ctx.revert()
      }, [reducedMotion])
    
      // Proximity shrink: the fluid cursor's splat radius tapers down the
      // closer the mouse gets to the laptop, reaching its smallest well before
      // actually touching it (then LaptopDepthCard's own hover handlers take
      // over and fade it out entirely once inside).
      useEffect(() => {
        const laptopEl = laptopFloatRef.current
        if (!laptopEl) return
    
        const PROXIMITY_RANGE = 320
        const MIN_SCALE = 0.3
        const targetScale = { current: 1 }
        const currentScale = { current: 1 }
        let rafId = 0
    
        const onMouseMove = (e: MouseEvent) => {
          const rect = laptopEl.getBoundingClientRect()
          const dx = Math.max(rect.left - e.clientX, 0, e.clientX - rect.right)
          const dy = Math.max(rect.top - e.clientY, 0, e.clientY - rect.bottom)
          const dist = Math.hypot(dx, dy)
          const t = Math.min(dist / PROXIMITY_RANGE, 1)
          targetScale.current = MIN_SCALE + (1 - MIN_SCALE) * t
        }
    
        const tick = () => {
          currentScale.current += (targetScale.current - currentScale.current) * 0.15
          fluidRef.current?.setRadiusScale(currentScale.current)
          rafId = requestAnimationFrame(tick)
        }
    
        window.addEventListener('mousemove', onMouseMove)
        rafId = requestAnimationFrame(tick)
    
        return () => {
          window.removeEventListener('mousemove', onMouseMove)
          cancelAnimationFrame(rafId)
        }
      }, [])
    
      // Scroll-driven handoff, pinned: the hero's own wrapper (pinContainerRef)
      // is EXTRA_VH viewports taller than the sticky hero itself, so the sticky
      // positioning holds the hero fixed on screen for that entire extra range —
      // the page only continues scrolling past it once the shrink is done. While
      // pinned, `travel` (0 -> 1 across that range, from the container's own
      // position, not raw absolute scroll) drives the hero shrinking to 50%
      // scale, corners rounding up to 50px, and a dark overlay dimming to 70%.
      useEffect(() => {
        // Skipped when embedded somewhere this scroll-driven pin/shrink can't
        // sensibly measure against (e.g. a tiny transformed preview elsewhere on
        // the page, rather than this section actually sitting in the real page
        // flow) — the shrink/dim values just stay at their resting defaults
        // (scale 1, no dim) instead of reacting to nonsensical position math.
        // Also skipped for reduced motion: the wrapper below drops its extra
        // EXTRA_VH of pin range entirely in that case (h-dvh instead of
        // h-[200vh]), so there's no pinned scroll-jacked range left to drive
        // this shrink/dim scrub against — the hero just sits at its normal
        // scale, scrolling away like any other section.
        if (disableScrollAnimations || reducedMotion) return
    
        const container = pinContainerRef.current
        const shrink = heroShrinkRef.current
        const overlay = dimOverlayRef.current
        if (!container || !shrink || !overlay) return
    
        const MIN_SCALE = 0.5
        const MAX_DIM = 0.7
        const MAX_RADIUS = 50
    
        const update = () => {
          const extra = container.offsetHeight - window.innerHeight
          const top = container.getBoundingClientRect().top
          const travel = extra > 0 ? Math.min(Math.max(-top / extra, 0), 1) : 0
          const scale = 1 - travel * (1 - MIN_SCALE)
    
          // shrink's transform-origin defaults to its own center, which is also
          // exactly where the (absolutely-centered) laptop wrapper sits below —
          // so scaling the whole hero shrinks the laptop in place around that
          // shared center point rather than dragging it off-position.
          shrink.style.transform = `scale(${scale})`
          shrink.style.borderRadius = `${travel * MAX_RADIUS}px`
          overlay.style.opacity = String(travel * MAX_DIM)
        }
    
        update()
        // `update` only reads getBoundingClientRect, so the native scroll event
        // drives it exactly as Lenis's own did.
        window.addEventListener('scroll', update, { passive: true })
        window.addEventListener('resize', update)
    
        return () => {
          window.removeEventListener('scroll', update)
          window.removeEventListener('resize', update)
        }
      }, [disableScrollAnimations, reducedMotion])
    
      return (
        // h-[200vh]: 100vh for the hero itself + 100vh (EXTRA_VH) of pin range
        // that the sticky child below consumes as it plays the shrink/dim —
        // dropped entirely for reduced motion (see the effect above), so
        // there's no dead pinned scroll range for that scrub to fill.
        <div ref={pinContainerRef} className={`relative w-full ${reducedMotion ? 'h-dvh' : 'h-[200vh]'}`}>
        <div className="sticky top-0 h-dvh w-full overflow-hidden">
          <div
            ref={heroShrinkRef}
            className="relative w-full h-full overflow-hidden"
            style={{ willChange: 'transform', borderRadius: 0 }}
          >
          {/* Background */}
          <div className="absolute inset-0 z-0">
            <img
              src="/kine/kinematic-studio-web-agency-kuwait-hero.webp"
              alt="Kinematic Studio — web agency Kuwait"
              loading="eager"
              className="absolute inset-0 h-full w-full object-cover object-center"
            />
          </div>
    
          {/* Liquid cursor — scoped to the hero so its stacking order is a true
              sibling of the background/rocks/laptop below, instead of fighting
              this section's own (sticky-induced) stacking context from outside. */}
          <FluidCursor ref={fluidRef} splatRadius={0.22} densityDissipation={7} />
    
          {/* Scattered rocks — above the fluid cursor (z-30) so it never covers them */}
          <div className="absolute inset-0 z-40">
            {ROCKS.slice(0, 7).map((rock, i) => (
              <div
                key={i}
                ref={(el) => { floatRefs.current[i] = el }}
                className="absolute"
                style={{
                  top: rock.top,
                  left: rock.left,
                  width: rock.size,
                  height: rock.size,
                  opacity: rock.opacity ?? 1,
                }}
              >
                <div
                  ref={(el) => { spinRefs.current[i] = el }}
                  className="relative w-full h-full"
                  style={{
                    transform: `rotate(${rock.rotate}deg) ${rock.flip ? 'scaleX(-1)' : ''}`,
                  }}
                >
                  <img
                    src="/kine/hero-decorative-rock-accent.webp"
                    alt=""
                    aria-hidden
                    className="absolute inset-0 h-full w-full object-contain"
                    style={{ filter: 'brightness(0.55) saturate(1.1) drop-shadow(0 12px 24px rgba(0,0,0,0.55))' }}
                    loading="eager"
                  />
                </div>
              </div>
            ))}
          </div>
    
          {/* Brand words — solid layer, sits BELOW the laptop (z-35 < laptop's
              z-40). Wherever the laptop's opaque pixels cover a word, this solid
              copy is hidden behind it; the hollow copy below takes over there. */}
          <div className="absolute inset-0 z-[35] pointer-events-none hidden md:block">
            {BRAND_WORDS.map((word, i) => (
              <div key={word.text} className="absolute" style={{ top: word.top, left: word.left, right: word.right }}>
                <SplitText
                  text={word.text}
                  tag="span"
                  textAlign={word.align}
                  className={`font-display uppercase tracking-[0.1em] font-bold text-[80px] lg:text-[120px] leading-none transition-colors duration-300 ${
                    hoveredWord === i ? 'text-white' : 'text-primary'
                  }`}
                  startDelay={ROCKS_SETTLE + i * 0.5}
                  {...WORD_SPLIT_PROPS}
                />
              </div>
            ))}
          </div>
    
          {/* Centered laptop — above the fluid cursor (z-30) so it never covers it.
              Centering lives on this static outer wrapper only; the inner div
              (laptopFloatRef) starts with no transform of its own so GSAP's
              entry/float scale+y tweens don't have to fight Tailwind's
              percentage-based translate for the same `transform` property. */}
          <div
            className="absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2 z-40"
            style={{ width: 'clamp(260px, 80vw, 860px)', aspectRatio: '2752 / 1536' }}
          >
            <div ref={laptopFloatRef} className="relative w-full h-full">
              {/* Permanent, server-rendered fallback — the exact same texture
                  LaptopDepthCard uses as its own colorMap, so there's no visual
                  swap/flash once the lazy 3D canvas (rendered on top, once its
                  chunk loads) takes over. Keeps this slot's first paint on the
                  fast, SSR'd critical path regardless of how long three.js
                  takes to arrive. */}
              <img
                src="/kine/morni-laptop-showcase-web-design-kuwait.webp"
                alt="Kinematic Studio project shown on a laptop"
                loading="eager"
                className={`absolute inset-0 h-full w-full object-cover transition-opacity duration-500 ${
                  cardLive ? 'opacity-0' : 'opacity-100'
                }`}
              />
              <div className="absolute inset-0">
                {canHover && (
                  <Suspense fallback={null}>
                    <LaptopDepthCard fluidRef={fluidRef} />
                    {/* Only mounts once the lazy chunk has resolved, so the still
                        stays put if the canvas never arrives. */}
                    <CanvasLive onLive={setCardLive} />
                  </Suspense>
                )}
              </div>
            </div>
          </div>
    
          {/* Brand words — hollow layer, sits ABOVE the laptop (z-45 > laptop's
              z-40). Transparent fill, no stroke — where the laptop's opaque
              pixels are underneath, this is the only copy present, so that part
              of the word reads as a true empty cutout instead of solid. */}
          <div className="absolute inset-0 z-[45] pointer-events-none hidden md:block">
            {BRAND_WORDS.map((word, i) => (
              <div
                key={word.text}
                className="absolute pointer-events-auto"
                onMouseEnter={() => setHoveredWord(i)}
                onMouseLeave={() => setHoveredWord((current) => (current === i ? null : current))}
                style={{ top: word.top, left: word.left, right: word.right }}
              >
                <span
                  ref={(el) => { hollowWordRefs.current[i] = el }}
                  className={`block font-display uppercase tracking-[0.1em] font-bold text-[80px] lg:text-[120px] leading-none text-transparent ${
                    word.align === 'right' ? 'text-right' : 'text-left'
                  }`}
                  style={{ opacity: 0 }}
                >
                  {word.text}
                </span>
              </div>
            ))}
          </div>
    
          {/* Scroll cue — tucked below PRECISE, right edges flush via the same
              `right` anchor (not `left` — matching `right` values is what keeps
              two differently-sized elements' right edges aligned). */}
          <div
            className="absolute z-40 flex flex-col items-center gap-3"
            style={{ top: '88%', right: PRECISE_RIGHT_EDGE }}
            onMouseEnter={() => setScrollHovered(true)}
            onMouseLeave={() => setScrollHovered(false)}
          >
            <SplitText
              text="Scroll"
              tag="span"
              textAlign="center"
              className={`font-body uppercase tracking-[0.4em] font-bold text-2xl lg:text-3xl transition-colors duration-300 ${
                scrollHovered ? 'text-white' : 'text-black'
              }`}
              splitType="chars"
              duration={0.5}
              delay={70}
              ease="power2.out"
              startDelay={3.6}
              from={{ opacity: 0, y: -20 }}
              to={{ opacity: 1, y: 0 }}
            />
            <svg
              ref={scrollArrowRef}
              width="22"
              height="34"
              viewBox="0 0 22 34"
              fill="none"
              xmlns="http://www.w3.org/2000/svg"
            >
              <path
                d="M11 1V29M11 29L2 20M11 29L20 20"
                stroke="var(--color-primary)"
                strokeWidth="2"
                strokeLinecap="round"
                strokeLinejoin="round"
              />
            </svg>
          </div>
          </div>
    
          {/* Dims the whole hero as it shrinks away, on top of everything
              (laptop included) but below nothing — it's the last thing to fade
              in, and covers the full sticky viewport regardless of how far the
              content beneath it has scaled down. */}
          <div
            ref={dimOverlayRef}
            className="absolute inset-0 z-[50] bg-black pointer-events-none"
            style={{ opacity: 0 }}
          />
        </div>
        </div>
      )
    }
    components/ui/kinematics/fluid-cursor.tsx
    'use client'
    
    import { forwardRef, useEffect, useImperativeHandle, useRef } from 'react'
    
    interface ColorRGB {
      r: number
      g: number
      b: number
    }
    
    export interface FluidCursorHandle {
      canvas: HTMLCanvasElement | null
      wrapper: HTMLDivElement | null
      /** Multiplies every splat radius (1 = normal, <1 = tighter blob). */
      setRadiusScale: (scale: number) => void
    }
    
    interface FluidCursorProps {
      simResolution?: number
      dyeResolution?: number
      captureResolution?: number
      densityDissipation?: number
      velocityDissipation?: number
      pressure?: number
      pressureIterations?: number
      curl?: number
      splatRadius?: number
      splatForce?: number
      shading?: boolean
      colorUpdateSpeed?: number
      backColor?: ColorRGB
      transparent?: boolean
      className?: string
      /** Solid color the fluid renders in (0-1 per channel). Defaults to black. */
      color?: ColorRGB
    }
    
    interface Pointer {
      id: number
      texcoordX: number
      texcoordY: number
      prevTexcoordX: number
      prevTexcoordY: number
      deltaX: number
      deltaY: number
      down: boolean
      moved: boolean
      color: ColorRGB
    }
    
    function pointerPrototype(): Pointer {
      return {
        id: -1,
        texcoordX: 0,
        texcoordY: 0,
        prevTexcoordX: 0,
        prevTexcoordY: 0,
        deltaX: 0,
        deltaY: 0,
        down: false,
        moved: false,
        color: { r: 0, g: 0, b: 0 },
      }
    }
    
    const FluidCursor = forwardRef<FluidCursorHandle, FluidCursorProps>(function FluidCursor(
      {
        simResolution = 128,
        dyeResolution = 1440,
        captureResolution = 512,
        densityDissipation = 3.5,
        velocityDissipation = 2,
        pressure = 0.1,
        pressureIterations = 20,
        curl = 3,
        splatRadius = 0.2,
        splatForce = 6000,
        shading = true,
        colorUpdateSpeed = 10,
        backColor = { r: 0.5, g: 0, b: 0 },
        transparent = true,
        className,
        color = { r: 0, g: 0, b: 0 },
      }: FluidCursorProps,
      forwardedRef
    ) {
      const canvasRef = useRef<HTMLCanvasElement | null>(null)
      const wrapperRef = useRef<HTMLDivElement | null>(null)
      const radiusScaleRef = useRef(1)
      useImperativeHandle(forwardedRef, () => ({
        get canvas() {
          return canvasRef.current
        },
        get wrapper() {
          return wrapperRef.current
        },
        setRadiusScale(scale: number) {
          radiusScaleRef.current = scale
        },
      }))
    
      useEffect(() => {
        const canvas = canvasRef.current
        if (!canvas) return
    
        let cancelled = false
    
        const pointers: Pointer[] = [pointerPrototype()]
    
        const config = {
          SIM_RESOLUTION: simResolution,
          DYE_RESOLUTION: dyeResolution,
          CAPTURE_RESOLUTION: captureResolution,
          DENSITY_DISSIPATION: densityDissipation,
          VELOCITY_DISSIPATION: velocityDissipation,
          PRESSURE: pressure,
          PRESSURE_ITERATIONS: pressureIterations,
          CURL: curl,
          SPLAT_RADIUS: splatRadius,
          SPLAT_FORCE: splatForce,
          SHADING: shading,
          COLOR_UPDATE_SPEED: colorUpdateSpeed,
          PAUSED: false,
          BACK_COLOR: backColor,
          TRANSPARENT: transparent,
          COLOR: color,
        }
    
        function getWebGLContext(canvas: HTMLCanvasElement) {
          const params = {
            alpha: true,
            depth: false,
            stencil: false,
            antialias: false,
            // Needed so the laptop's hover-lens shader can sample this canvas as
            // a texture (THREE.CanvasTexture) without racing the browser's
            // implicit clear-on-next-frame.
            preserveDrawingBuffer: true,
          }
    
          let gl = canvas.getContext('webgl2', params) as WebGL2RenderingContext | null
    
          if (!gl) {
            gl = (canvas.getContext('webgl', params) ||
              canvas.getContext('experimental-webgl', params)) as WebGL2RenderingContext | null
          }
    
          if (!gl) {
            return { gl: null, ext: null }
          }
    
          const isWebGL2 = 'drawBuffers' in gl
    
          let supportLinearFiltering = false
          let halfFloat: { HALF_FLOAT_OES: number } | null = null
    
          if (isWebGL2) {
            ;(gl as WebGL2RenderingContext).getExtension('EXT_color_buffer_float')
            supportLinearFiltering = !!(gl as WebGL2RenderingContext).getExtension('OES_texture_float_linear')
          } else {
            halfFloat = gl.getExtension('OES_texture_half_float')
            supportLinearFiltering = !!gl.getExtension('OES_texture_half_float_linear')
          }
    
          gl.clearColor(0, 0, 0, 1)
    
          const halfFloatTexType = isWebGL2
            ? (gl as WebGL2RenderingContext).HALF_FLOAT
            : (halfFloat && halfFloat.HALF_FLOAT_OES) || 0
    
          let formatRGBA: { internalFormat: number; format: number } | null
          let formatRG: { internalFormat: number; format: number } | null
          let formatR: { internalFormat: number; format: number } | null
    
          if (isWebGL2) {
            const gl2 = gl as WebGL2RenderingContext
            formatRGBA = getSupportedFormat(gl, gl2.RGBA16F, gl.RGBA, halfFloatTexType)
            formatRG = getSupportedFormat(gl, gl2.RG16F, gl2.RG, halfFloatTexType)
            formatR = getSupportedFormat(gl, gl2.R16F, gl2.RED, halfFloatTexType)
          } else {
            formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType)
            formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType)
            formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType)
          }
    
          return {
            gl,
            ext: {
              formatRGBA,
              formatRG,
              formatR,
              halfFloatTexType,
              supportLinearFiltering,
            },
          }
        }
    
        function getSupportedFormat(
          gl: WebGLRenderingContext | WebGL2RenderingContext,
          internalFormat: number,
          format: number,
          type: number
        ): { internalFormat: number; format: number } | null {
          if (!supportRenderTextureFormat(gl, internalFormat, format, type)) {
            if ('drawBuffers' in gl) {
              const gl2 = gl as WebGL2RenderingContext
              switch (internalFormat) {
                case gl2.R16F:
                  return getSupportedFormat(gl2, gl2.RG16F, gl2.RG, type)
                case gl2.RG16F:
                  return getSupportedFormat(gl2, gl2.RGBA16F, gl2.RGBA, type)
                default:
                  return null
              }
            }
            return null
          }
          return { internalFormat, format }
        }
    
        function supportRenderTextureFormat(
          gl: WebGLRenderingContext | WebGL2RenderingContext,
          internalFormat: number,
          format: number,
          type: number
        ) {
          const texture = gl.createTexture()
          if (!texture) return false
    
          gl.bindTexture(gl.TEXTURE_2D, texture)
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
          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.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null)
    
          const fbo = gl.createFramebuffer()
          if (!fbo) return false
    
          gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)
          gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0)
          const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER)
          return status === gl.FRAMEBUFFER_COMPLETE
        }
    
        const { gl, ext } = getWebGLContext(canvas)
        if (!gl || !ext) return
    
        // A context created right after a previous one was lost (e.g. this
        // component mounting/unmounting as a pinned section scrolls in and out
        // of view) can transiently fail to report renderable float texture
        // formats. Bail out rather than crash — the cursor simply won't render
        // for that mount instead of taking the whole page down.
        if (!ext.formatRGBA || !ext.formatRG || !ext.formatR) return
    
        if (!ext.supportLinearFiltering) {
          config.DYE_RESOLUTION = 256
          config.SHADING = false
        }
    
        function hashCode(s: string) {
          if (!s.length) return 0
          let hash = 0
          for (let i = 0; i < s.length; i++) {
            hash = (hash << 5) - hash + s.charCodeAt(i)
            hash |= 0
          }
          return hash
        }
    
        function addKeywords(source: string, keywords: string[] | null) {
          if (!keywords) return source
          let keywordsString = ''
          for (const keyword of keywords) {
            keywordsString += `#define ${keyword}\n`
          }
          return keywordsString + source
        }
    
        function compileShader(type: number, source: string, keywords: string[] | null = null): WebGLShader | null {
          const shaderSource = addKeywords(source, keywords)
          const shader = gl!.createShader(type)
          if (!shader) return null
          gl!.shaderSource(shader, shaderSource)
          gl!.compileShader(shader)
          return shader
        }
    
        function createProgram(vertexShader: WebGLShader | null, fragmentShader: WebGLShader | null): WebGLProgram | null {
          if (!vertexShader || !fragmentShader) return null
          const program = gl!.createProgram()
          if (!program) return null
          gl!.attachShader(program, vertexShader)
          gl!.attachShader(program, fragmentShader)
          gl!.linkProgram(program)
          return program
        }
    
        function getUniforms(program: WebGLProgram) {
          const uniforms: Record<string, WebGLUniformLocation | null> = {}
          const uniformCount = gl!.getProgramParameter(program, gl!.ACTIVE_UNIFORMS)
          for (let i = 0; i < uniformCount; i++) {
            const uniformInfo = gl!.getActiveUniform(program, i)
            if (uniformInfo) {
              uniforms[uniformInfo.name] = gl!.getUniformLocation(program, uniformInfo.name)
            }
          }
          return uniforms
        }
    
        class Program {
          program: WebGLProgram | null
          uniforms: Record<string, WebGLUniformLocation | null>
    
          constructor(vertexShader: WebGLShader | null, fragmentShader: WebGLShader | null) {
            this.program = createProgram(vertexShader, fragmentShader)
            this.uniforms = this.program ? getUniforms(this.program) : {}
          }
    
          bind() {
            if (this.program) gl!.useProgram(this.program)
          }
        }
    
        class Material {
          vertexShader: WebGLShader | null
          fragmentShaderSource: string
          programs: Record<number, WebGLProgram | null>
          activeProgram: WebGLProgram | null
          uniforms: Record<string, WebGLUniformLocation | null>
    
          constructor(vertexShader: WebGLShader | null, fragmentShaderSource: string) {
            this.vertexShader = vertexShader
            this.fragmentShaderSource = fragmentShaderSource
            this.programs = {}
            this.activeProgram = null
            this.uniforms = {}
          }
    
          setKeywords(keywords: string[]) {
            let hash = 0
            for (const kw of keywords) {
              hash += hashCode(kw)
            }
            let program = this.programs[hash]
            if (program == null) {
              const fragmentShader = compileShader(gl!.FRAGMENT_SHADER, this.fragmentShaderSource, keywords)
              program = createProgram(this.vertexShader, fragmentShader)
              this.programs[hash] = program
            }
            if (program === this.activeProgram) return
            if (program) {
              this.uniforms = getUniforms(program)
            }
            this.activeProgram = program
          }
    
          bind() {
            if (this.activeProgram) {
              gl!.useProgram(this.activeProgram)
            }
          }
        }
    
        const baseVertexShader = compileShader(
          gl.VERTEX_SHADER,
          `
            precision highp float;
            attribute vec2 aPosition;
            varying vec2 vUv;
            varying vec2 vL;
            varying vec2 vR;
            varying vec2 vT;
            varying vec2 vB;
            uniform vec2 texelSize;
    
            void main () {
              vUv = aPosition * 0.5 + 0.5;
              vL = vUv - vec2(texelSize.x, 0.0);
              vR = vUv + vec2(texelSize.x, 0.0);
              vT = vUv + vec2(0.0, texelSize.y);
              vB = vUv - vec2(0.0, texelSize.y);
              gl_Position = vec4(aPosition, 0.0, 1.0);
            }
          `
        )
    
        const copyShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision mediump float;
            precision mediump sampler2D;
            varying highp vec2 vUv;
            uniform sampler2D uTexture;
    
            void main () {
              gl_FragColor = texture2D(uTexture, vUv);
            }
          `
        )
    
        const clearShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision mediump float;
            precision mediump sampler2D;
            varying highp vec2 vUv;
            uniform sampler2D uTexture;
            uniform float value;
    
            void main () {
              gl_FragColor = value * texture2D(uTexture, vUv);
            }
          `
        )
    
        const displayShaderSource = `
            precision highp float;
            precision highp sampler2D;
            varying vec2 vUv;
            varying vec2 vL;
            varying vec2 vR;
            varying vec2 vT;
            varying vec2 vB;
            uniform sampler2D uTexture;
            uniform sampler2D uDithering;
            uniform vec2 ditherScale;
            uniform vec2 texelSize;
            uniform vec3 uColor;
    
            vec3 linearToGamma (vec3 color) {
              color = max(color, vec3(0));
              return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0));
            }
    
            void main () {
              vec3 c = texture2D(uTexture, vUv).rgb;
              float density = max(c.r, max(c.g, c.b));
    
              // Solid uColor, no gradient/translucent edges: fully opaque
              // wherever fluid is present, fully invisible where it isn't.
              float a = step(0.02, density);
              gl_FragColor = vec4(uColor, a);
            }
          `
    
        const splatShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision highp float;
            precision highp sampler2D;
            varying vec2 vUv;
            uniform sampler2D uTarget;
            uniform float aspectRatio;
            uniform vec3 color;
            uniform vec2 point;
            uniform float radius;
    
            void main () {
              vec2 p = vUv - point.xy;
              p.x *= aspectRatio;
              vec3 splat = exp(-dot(p, p) / radius) * color;
              vec3 base = texture2D(uTarget, vUv).xyz;
              gl_FragColor = vec4(base + splat, 1.0);
            }
          `
        )
    
        const advectionShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision highp float;
            precision highp sampler2D;
            varying vec2 vUv;
            uniform sampler2D uVelocity;
            uniform sampler2D uSource;
            uniform vec2 texelSize;
            uniform vec2 dyeTexelSize;
            uniform float dt;
            uniform float dissipation;
    
            vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
              vec2 st = uv / tsize - 0.5;
              vec2 iuv = floor(st);
              vec2 fuv = fract(st);
    
              vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
              vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
              vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
              vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);
    
              return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
            }
    
            void main () {
              #ifdef MANUAL_FILTERING
                vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
                vec4 result = bilerp(uSource, coord, dyeTexelSize);
              #else
                vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
                vec4 result = texture2D(uSource, coord);
              #endif
              float decay = 1.0 + dissipation * dt;
              gl_FragColor = result / decay;
            }
          `,
          ext.supportLinearFiltering ? null : ['MANUAL_FILTERING']
        )
    
        const divergenceShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision mediump float;
            precision mediump sampler2D;
            varying highp vec2 vUv;
            varying highp vec2 vL;
            varying highp vec2 vR;
            varying highp vec2 vT;
            varying highp vec2 vB;
            uniform sampler2D uVelocity;
    
            void main () {
              float L = texture2D(uVelocity, vL).x;
              float R = texture2D(uVelocity, vR).x;
              float T = texture2D(uVelocity, vT).y;
              float B = texture2D(uVelocity, vB).y;
    
              vec2 C = texture2D(uVelocity, vUv).xy;
              if (vL.x < 0.0) { L = -C.x; }
              if (vR.x > 1.0) { R = -C.x; }
              if (vT.y > 1.0) { T = -C.y; }
              if (vB.y < 0.0) { B = -C.y; }
    
              float div = 0.5 * (R - L + T - B);
              gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
            }
          `
        )
    
        const curlShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision mediump float;
            precision mediump sampler2D;
            varying highp vec2 vUv;
            varying highp vec2 vL;
            varying highp vec2 vR;
            varying highp vec2 vT;
            varying highp vec2 vB;
            uniform sampler2D uVelocity;
    
            void main () {
              float L = texture2D(uVelocity, vL).y;
              float R = texture2D(uVelocity, vR).y;
              float T = texture2D(uVelocity, vT).x;
              float B = texture2D(uVelocity, vB).x;
              float vorticity = R - L - T + B;
              gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
            }
          `
        )
    
        const vorticityShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision highp float;
            precision highp sampler2D;
            varying vec2 vUv;
            varying vec2 vL;
            varying vec2 vR;
            varying vec2 vT;
            varying vec2 vB;
            uniform sampler2D uVelocity;
            uniform sampler2D uCurl;
            uniform float curl;
            uniform float dt;
    
            void main () {
              float L = texture2D(uCurl, vL).x;
              float R = texture2D(uCurl, vR).x;
              float T = texture2D(uCurl, vT).x;
              float B = texture2D(uCurl, vB).x;
              float C = texture2D(uCurl, vUv).x;
    
              vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
              force /= length(force) + 0.0001;
              force *= curl * C;
              force.y *= -1.0;
    
              vec2 velocity = texture2D(uVelocity, vUv).xy;
              velocity += force * dt;
              velocity = min(max(velocity, -1000.0), 1000.0);
              gl_FragColor = vec4(velocity, 0.0, 1.0);
            }
          `
        )
    
        const pressureShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision mediump float;
            precision mediump sampler2D;
            varying highp vec2 vUv;
            varying highp vec2 vL;
            varying highp vec2 vR;
            varying highp vec2 vT;
            varying highp vec2 vB;
            uniform sampler2D uPressure;
            uniform sampler2D uDivergence;
    
            void main () {
              float L = texture2D(uPressure, vL).x;
              float R = texture2D(uPressure, vR).x;
              float T = texture2D(uPressure, vT).x;
              float B = texture2D(uPressure, vB).x;
              float C = texture2D(uPressure, vUv).x;
              float divergence = texture2D(uDivergence, vUv).x;
              float pressure = (L + R + B + T - divergence) * 0.25;
              gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
            }
          `
        )
    
        const gradientSubtractShader = compileShader(
          gl.FRAGMENT_SHADER,
          `
            precision mediump float;
            precision mediump sampler2D;
            varying highp vec2 vUv;
            varying highp vec2 vL;
            varying highp vec2 vR;
            varying highp vec2 vT;
            varying highp vec2 vB;
            uniform sampler2D uPressure;
            uniform sampler2D uVelocity;
    
            void main () {
              float L = texture2D(uPressure, vL).x;
              float R = texture2D(uPressure, vR).x;
              float T = texture2D(uPressure, vT).x;
              float B = texture2D(uPressure, vB).x;
              vec2 velocity = texture2D(uVelocity, vUv).xy;
              velocity.xy -= vec2(R - L, T - B);
              gl_FragColor = vec4(velocity, 0.0, 1.0);
            }
          `
        )
    
        interface FBO {
          texture: WebGLTexture
          fbo: WebGLFramebuffer
          width: number
          height: number
          texelSizeX: number
          texelSizeY: number
          attach: (id: number) => number
        }
    
        interface DoubleFBO {
          width: number
          height: number
          texelSizeX: number
          texelSizeY: number
          read: FBO
          write: FBO
          swap: () => void
        }
    
        const blit = (() => {
          const buffer = gl!.createBuffer()!
          gl!.bindBuffer(gl!.ARRAY_BUFFER, buffer)
          gl!.bufferData(gl!.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl!.STATIC_DRAW)
          const elemBuffer = gl!.createBuffer()!
          gl!.bindBuffer(gl!.ELEMENT_ARRAY_BUFFER, elemBuffer)
          gl!.bufferData(gl!.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl!.STATIC_DRAW)
          gl!.vertexAttribPointer(0, 2, gl!.FLOAT, false, 0, 0)
          gl!.enableVertexAttribArray(0)
    
          return (target: FBO | null, doClear = false) => {
            if (!gl) return
            if (!target) {
              gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
              gl.bindFramebuffer(gl.FRAMEBUFFER, null)
            } else {
              gl.viewport(0, 0, target.width, target.height)
              gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo)
            }
            if (doClear) {
              gl.clearColor(0, 0, 0, 1)
              gl.clear(gl.COLOR_BUFFER_BIT)
            }
            gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0)
          }
        })()
    
        let dye: DoubleFBO
        let velocity: DoubleFBO
        let divergenceFBO: FBO
        let curlFBO: FBO
        let pressureFBO: DoubleFBO
    
        const copyProgram = new Program(baseVertexShader, copyShader)
        const clearProgram = new Program(baseVertexShader, clearShader)
        const splatProgram = new Program(baseVertexShader, splatShader)
        const advectionProgram = new Program(baseVertexShader, advectionShader)
        const divergenceProgram = new Program(baseVertexShader, divergenceShader)
        const curlProgram = new Program(baseVertexShader, curlShader)
        const vorticityProgram = new Program(baseVertexShader, vorticityShader)
        const pressureProgram = new Program(baseVertexShader, pressureShader)
        const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader)
        const displayMaterial = new Material(baseVertexShader, displayShaderSource)
    
        function createFBO(w: number, h: number, internalFormat: number, format: number, type: number, param: number): FBO {
          gl!.activeTexture(gl!.TEXTURE0)
          const texture = gl!.createTexture()!
          gl!.bindTexture(gl!.TEXTURE_2D, texture)
          gl!.texParameteri(gl!.TEXTURE_2D, gl!.TEXTURE_MIN_FILTER, param)
          gl!.texParameteri(gl!.TEXTURE_2D, gl!.TEXTURE_MAG_FILTER, param)
          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!.texImage2D(gl!.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null)
          const fbo = gl!.createFramebuffer()!
          gl!.bindFramebuffer(gl!.FRAMEBUFFER, fbo)
          gl!.framebufferTexture2D(gl!.FRAMEBUFFER, gl!.COLOR_ATTACHMENT0, gl!.TEXTURE_2D, texture, 0)
          gl!.viewport(0, 0, w, h)
          gl!.clear(gl!.COLOR_BUFFER_BIT)
    
          const texelSizeX = 1 / w
          const texelSizeY = 1 / h
    
          return {
            texture,
            fbo,
            width: w,
            height: h,
            texelSizeX,
            texelSizeY,
            attach(id: number) {
              gl!.activeTexture(gl!.TEXTURE0 + id)
              gl!.bindTexture(gl!.TEXTURE_2D, texture)
              return id
            },
          }
        }
    
        function createDoubleFBO(w: number, h: number, internalFormat: number, format: number, type: number, param: number): DoubleFBO {
          const fbo1 = createFBO(w, h, internalFormat, format, type, param)
          const fbo2 = createFBO(w, h, internalFormat, format, type, param)
          return {
            width: w,
            height: h,
            texelSizeX: fbo1.texelSizeX,
            texelSizeY: fbo1.texelSizeY,
            read: fbo1,
            write: fbo2,
            swap() {
              const tmp = this.read
              this.read = this.write
              this.write = tmp
            },
          }
        }
    
        function resizeFBO(target: FBO, w: number, h: number, internalFormat: number, format: number, type: number, param: number) {
          const newFBO = createFBO(w, h, internalFormat, format, type, param)
          copyProgram.bind()
          if (copyProgram.uniforms.uTexture) gl!.uniform1i(copyProgram.uniforms.uTexture, target.attach(0))
          blit(newFBO, false)
          return newFBO
        }
    
        function resizeDoubleFBO(target: DoubleFBO, w: number, h: number, internalFormat: number, format: number, type: number, param: number) {
          if (target.width === w && target.height === h) return target
          target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param)
          target.write = createFBO(w, h, internalFormat, format, type, param)
          target.width = w
          target.height = h
          target.texelSizeX = 1 / w
          target.texelSizeY = 1 / h
          return target
        }
    
        function getResolution(resolution: number) {
          const w = gl!.drawingBufferWidth
          const h = gl!.drawingBufferHeight
          const aspectRatio = w / h
          const aspect = aspectRatio < 1 ? 1 / aspectRatio : aspectRatio
          const min = Math.round(resolution)
          const max = Math.round(resolution * aspect)
          if (w > h) {
            return { width: max, height: min }
          }
          return { width: min, height: max }
        }
    
        function initFramebuffers() {
          const simRes = getResolution(config.SIM_RESOLUTION)
          const dyeRes = getResolution(config.DYE_RESOLUTION)
    
          const texType = ext!.halfFloatTexType
          const rgba = ext!.formatRGBA!
          const rg = ext!.formatRG!
          const r = ext!.formatR!
          const filtering = ext!.supportLinearFiltering ? gl!.LINEAR : gl!.NEAREST
          gl!.disable(gl!.BLEND)
    
          if (!dye) {
            dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering)
          } else {
            dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering)
          }
    
          if (!velocity) {
            velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering)
          } else {
            velocity = resizeDoubleFBO(velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering)
          }
    
          divergenceFBO = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl!.NEAREST)
          curlFBO = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl!.NEAREST)
          pressureFBO = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl!.NEAREST)
        }
    
        function updateKeywords() {
          const displayKeywords: string[] = []
          if (config.SHADING) displayKeywords.push('SHADING')
          displayMaterial.setKeywords(displayKeywords)
        }
    
        function scaleByPixelRatio(input: number) {
          const pixelRatio = window.devicePixelRatio || 1
          return Math.floor(input * pixelRatio)
        }
    
        updateKeywords()
        initFramebuffers()
    
        let lastUpdateTime = Date.now()
        let colorUpdateTimer = 0.0
        let rafId = 0
    
        function updateFrame() {
          if (cancelled) return
          const dt = calcDeltaTime()
          if (resizeCanvas()) initFramebuffers()
          updateColors(dt)
          applyInputs()
          step(dt)
          render(null)
          rafId = requestAnimationFrame(updateFrame)
        }
    
        function calcDeltaTime() {
          const now = Date.now()
          let dt = (now - lastUpdateTime) / 1000
          dt = Math.min(dt, 0.016666)
          lastUpdateTime = now
          return dt
        }
    
        function resizeCanvas() {
          const width = scaleByPixelRatio(canvas!.clientWidth)
          const height = scaleByPixelRatio(canvas!.clientHeight)
          if (canvas!.width !== width || canvas!.height !== height) {
            canvas!.width = width
            canvas!.height = height
            return true
          }
          return false
        }
    
        function wrap(value: number, min: number, max: number) {
          const range = max - min
          if (range === 0) return min
          return ((value - min) % range) + min
        }
    
        function updateColors(dt: number) {
          colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED
          if (colorUpdateTimer >= 1) {
            colorUpdateTimer = wrap(colorUpdateTimer, 0, 1)
            pointers.forEach((p) => {
              p.color = generateColor()
            })
          }
        }
    
        function applyInputs() {
          for (const p of pointers) {
            if (p.moved) {
              p.moved = false
              splatPointer(p)
            }
          }
        }
    
        function step(dt: number) {
          gl!.disable(gl!.BLEND)
    
          curlProgram.bind()
          if (curlProgram.uniforms.texelSize) gl!.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY)
          if (curlProgram.uniforms.uVelocity) gl!.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0))
          blit(curlFBO)
    
          vorticityProgram.bind()
          if (vorticityProgram.uniforms.texelSize) gl!.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY)
          if (vorticityProgram.uniforms.uVelocity) gl!.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0))
          if (vorticityProgram.uniforms.uCurl) gl!.uniform1i(vorticityProgram.uniforms.uCurl, curlFBO.attach(1))
          if (vorticityProgram.uniforms.curl) gl!.uniform1f(vorticityProgram.uniforms.curl, config.CURL)
          if (vorticityProgram.uniforms.dt) gl!.uniform1f(vorticityProgram.uniforms.dt, dt)
          blit(velocity.write)
          velocity.swap()
    
          divergenceProgram.bind()
          if (divergenceProgram.uniforms.texelSize) gl!.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY)
          if (divergenceProgram.uniforms.uVelocity) gl!.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0))
          blit(divergenceFBO)
    
          clearProgram.bind()
          if (clearProgram.uniforms.uTexture) gl!.uniform1i(clearProgram.uniforms.uTexture, pressureFBO.read.attach(0))
          if (clearProgram.uniforms.value) gl!.uniform1f(clearProgram.uniforms.value, config.PRESSURE)
          blit(pressureFBO.write)
          pressureFBO.swap()
    
          pressureProgram.bind()
          if (pressureProgram.uniforms.texelSize) gl!.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY)
          if (pressureProgram.uniforms.uDivergence) gl!.uniform1i(pressureProgram.uniforms.uDivergence, divergenceFBO.attach(0))
          for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {
            if (pressureProgram.uniforms.uPressure) gl!.uniform1i(pressureProgram.uniforms.uPressure, pressureFBO.read.attach(1))
            blit(pressureFBO.write)
            pressureFBO.swap()
          }
    
          gradienSubtractProgram.bind()
          if (gradienSubtractProgram.uniforms.texelSize) gl!.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY)
          if (gradienSubtractProgram.uniforms.uPressure) gl!.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressureFBO.read.attach(0))
          if (gradienSubtractProgram.uniforms.uVelocity) gl!.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1))
          blit(velocity.write)
          velocity.swap()
    
          advectionProgram.bind()
          if (advectionProgram.uniforms.texelSize) gl!.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY)
          if (!ext!.supportLinearFiltering && advectionProgram.uniforms.dyeTexelSize) {
            gl!.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY)
          }
          const velocityId = velocity.read.attach(0)
          if (advectionProgram.uniforms.uVelocity) gl!.uniform1i(advectionProgram.uniforms.uVelocity, velocityId)
          if (advectionProgram.uniforms.uSource) gl!.uniform1i(advectionProgram.uniforms.uSource, velocityId)
          if (advectionProgram.uniforms.dt) gl!.uniform1f(advectionProgram.uniforms.dt, dt)
          if (advectionProgram.uniforms.dissipation) gl!.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION)
          blit(velocity.write)
          velocity.swap()
    
          if (!ext!.supportLinearFiltering && advectionProgram.uniforms.dyeTexelSize) {
            gl!.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY)
          }
          if (advectionProgram.uniforms.uVelocity) gl!.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0))
          if (advectionProgram.uniforms.uSource) gl!.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1))
          if (advectionProgram.uniforms.dissipation) gl!.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION)
          blit(dye.write)
          dye.swap()
        }
    
        function render(target: FBO | null) {
          // preserveDrawingBuffer:true (needed so other components can read this
          // canvas as a texture) disables the browser's implicit per-frame clear,
          // so without this the blended alpha would only ever accumulate toward
          // 1 and the shape would never fade out / shrink back down.
          if (!target) {
            gl!.bindFramebuffer(gl!.FRAMEBUFFER, null)
            gl!.viewport(0, 0, gl!.drawingBufferWidth, gl!.drawingBufferHeight)
            gl!.clearColor(0, 0, 0, 0)
            gl!.clear(gl!.COLOR_BUFFER_BIT)
          }
          gl!.blendFunc(gl!.ONE, gl!.ONE_MINUS_SRC_ALPHA)
          gl!.enable(gl!.BLEND)
          drawDisplay(target)
        }
    
        function drawDisplay(target: FBO | null) {
          const width = target ? target.width : gl!.drawingBufferWidth
          const height = target ? target.height : gl!.drawingBufferHeight
          displayMaterial.bind()
          if (config.SHADING && displayMaterial.uniforms.texelSize) {
            gl!.uniform2f(displayMaterial.uniforms.texelSize, 1 / width, 1 / height)
          }
          if (displayMaterial.uniforms.uTexture) gl!.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0))
          if (displayMaterial.uniforms.uColor) {
            gl!.uniform3f(displayMaterial.uniforms.uColor, config.COLOR.r, config.COLOR.g, config.COLOR.b)
          }
          blit(target, false)
        }
    
        function splatPointer(pointer: Pointer) {
          const dx = pointer.deltaX * config.SPLAT_FORCE
          const dy = pointer.deltaY * config.SPLAT_FORCE
          // Trail is 80% of the click-splat radius — thick and continuous
          // without ballooning to full splat size on every frame of movement.
          splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color, config.SPLAT_RADIUS * 0.8)
        }
    
        function clickSplat(pointer: Pointer) {
          const color = generateColor()
          color.r *= 10
          color.g *= 10
          color.b *= 10
          const dx = 10 * (Math.random() - 0.5)
          const dy = 30 * (Math.random() - 0.5)
          splat(pointer.texcoordX, pointer.texcoordY, dx, dy, color)
        }
    
        function correctRadius(radius: number) {
          const aspectRatio = canvas!.width / canvas!.height
          if (aspectRatio > 1) radius *= aspectRatio
          return radius
        }
    
        function splat(x: number, y: number, dx: number, dy: number, color: ColorRGB, radius: number = config.SPLAT_RADIUS) {
          const scaledRadius = radius * radiusScaleRef.current
          splatProgram.bind()
          if (splatProgram.uniforms.uTarget) gl!.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0))
          if (splatProgram.uniforms.aspectRatio) gl!.uniform1f(splatProgram.uniforms.aspectRatio, canvas!.width / canvas!.height)
          if (splatProgram.uniforms.point) gl!.uniform2f(splatProgram.uniforms.point, x, y)
          if (splatProgram.uniforms.color) gl!.uniform3f(splatProgram.uniforms.color, dx, dy, 0)
          if (splatProgram.uniforms.radius) gl!.uniform1f(splatProgram.uniforms.radius, correctRadius(scaledRadius / 100))
          blit(velocity.write)
          velocity.swap()
    
          if (splatProgram.uniforms.uTarget) gl!.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0))
          if (splatProgram.uniforms.color) gl!.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b)
          blit(dye.write)
          dye.swap()
        }
    
        function correctDeltaX(delta: number) {
          const aspectRatio = canvas!.width / canvas!.height
          if (aspectRatio < 1) delta *= aspectRatio
          return delta
        }
    
        function correctDeltaY(delta: number) {
          const aspectRatio = canvas!.width / canvas!.height
          if (aspectRatio > 1) delta /= aspectRatio
          return delta
        }
    
        function generateColor(): ColorRGB {
          // The display shader only uses this as a density signal (it always
          // renders solid black), so keep it strong and constant.
          return { r: 1, g: 1, b: 1 }
        }
    
        function updatePointerDownData(pointer: Pointer, id: number, posX: number, posY: number) {
          pointer.id = id
          pointer.down = true
          pointer.moved = false
          pointer.texcoordX = posX / canvas!.width
          pointer.texcoordY = 1 - posY / canvas!.height
          pointer.prevTexcoordX = pointer.texcoordX
          pointer.prevTexcoordY = pointer.texcoordY
          pointer.deltaX = 0
          pointer.deltaY = 0
          pointer.color = generateColor()
        }
    
        function updatePointerMoveData(pointer: Pointer, posX: number, posY: number, color: ColorRGB) {
          pointer.prevTexcoordX = pointer.texcoordX
          pointer.prevTexcoordY = pointer.texcoordY
          pointer.texcoordX = posX / canvas!.width
          pointer.texcoordY = 1 - posY / canvas!.height
          pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX)
          pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY)
          pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0
          pointer.color = color
        }
    
        function updatePointerUpData(pointer: Pointer) {
          pointer.down = false
        }
    
        let started = false
    
        const onMouseDown = (e: MouseEvent) => {
          const pointer = pointers[0]
          const posX = scaleByPixelRatio(e.clientX)
          const posY = scaleByPixelRatio(e.clientY)
          updatePointerDownData(pointer, -1, posX, posY)
          clickSplat(pointer)
        }
    
        const onMouseMove = (e: MouseEvent) => {
          const pointer = pointers[0]
          const posX = scaleByPixelRatio(e.clientX)
          const posY = scaleByPixelRatio(e.clientY)
          if (!started) {
            started = true
            updateFrame()
            updatePointerMoveData(pointer, posX, posY, generateColor())
            return
          }
          updatePointerMoveData(pointer, posX, posY, pointer.color)
        }
    
        const onTouchStart = (e: TouchEvent) => {
          const touches = e.targetTouches
          const pointer = pointers[0]
          for (let i = 0; i < touches.length; i++) {
            const posX = scaleByPixelRatio(touches[i].clientX)
            const posY = scaleByPixelRatio(touches[i].clientY)
            if (!started) {
              started = true
              updateFrame()
            }
            updatePointerDownData(pointer, touches[i].identifier, posX, posY)
          }
        }
    
        const onTouchMove = (e: TouchEvent) => {
          const touches = e.targetTouches
          const pointer = pointers[0]
          for (let i = 0; i < touches.length; i++) {
            const posX = scaleByPixelRatio(touches[i].clientX)
            const posY = scaleByPixelRatio(touches[i].clientY)
            updatePointerMoveData(pointer, posX, posY, pointer.color)
          }
        }
    
        const onTouchEnd = (e: TouchEvent) => {
          const touches = e.changedTouches
          const pointer = pointers[0]
          for (let i = 0; i < touches.length; i++) {
            updatePointerUpData(pointer)
          }
        }
    
        window.addEventListener('mousedown', onMouseDown)
        window.addEventListener('mousemove', onMouseMove)
        window.addEventListener('touchstart', onTouchStart, false)
        window.addEventListener('touchmove', onTouchMove, false)
        window.addEventListener('touchend', onTouchEnd)
    
        return () => {
          cancelled = true
          cancelAnimationFrame(rafId)
          window.removeEventListener('mousedown', onMouseDown)
          window.removeEventListener('mousemove', onMouseMove)
          window.removeEventListener('touchstart', onTouchStart)
          window.removeEventListener('touchmove', onTouchMove)
          window.removeEventListener('touchend', onTouchEnd)
          const loseContextExt = gl.getExtension('WEBGL_lose_context')
          loseContextExt?.loseContext()
        }
        // eslint-disable-next-line react-hooks/exhaustive-deps
      }, [])
    
      return (
        <div
          ref={wrapperRef}
          className={`pointer-events-none fixed top-0 left-0 z-30 h-full w-full ${className ?? ''}`}
        >
          <canvas ref={canvasRef} className="block h-dvh w-screen" />
        </div>
      )
    })
    
    FluidCursor.displayName = 'FluidCursor'
    
    export default FluidCursor
    components/ui/kinematics/laptop-depth-card.tsx
    'use client'
    
    import { Canvas, useFrame, useThree } from '@react-three/fiber'
    import { useTexture } from '@react-three/drei'
    import { Suspense, useEffect, useMemo, useRef, type PointerEvent, type RefObject } from 'react'
    import * as THREE from 'three'
    import gsap from 'gsap'
    import type { FluidCursorHandle } from '@/components/ui/kinematics/fluid-cursor'
    
    let hoverAudioCtx: AudioContext | null = null
    
    function getHoverAudioContext(): AudioContext | null {
      if (typeof window === 'undefined') return null
      const AudioContextCtor =
        window.AudioContext ?? (window as unknown as { webkitAudioContext?: typeof AudioContext }).webkitAudioContext
      if (!AudioContextCtor) return null
      if (!hoverAudioCtx) hoverAudioCtx = new AudioContextCtor()
      if (hoverAudioCtx.state === 'suspended') hoverAudioCtx.resume().catch(() => {})
      return hoverAudioCtx
    }
    
    if (typeof window !== 'undefined') {
      // Autoplay policies require a real user gesture (click/tap) before audio
      // can play — hover alone doesn't count. This unlocks the shared context
      // on the first click/tap anywhere so the hover chime works thereafter.
      const unlock = () => {
        getHoverAudioContext()
        window.removeEventListener('pointerdown', unlock)
      }
      window.addEventListener('pointerdown', unlock, { once: true })
    }
    
    // A very quiet, quick sine blip — just enough to register subconsciously.
    function playHoverChime() {
      const ctx = getHoverAudioContext()
      if (!ctx) return
      const now = ctx.currentTime
      const osc = ctx.createOscillator()
      const gain = ctx.createGain()
      osc.type = 'sine'
      osc.frequency.setValueAtTime(1100, now)
      osc.frequency.exponentialRampToValueAtTime(760, now + 0.16)
      gain.gain.setValueAtTime(0.0001, now)
      gain.gain.linearRampToValueAtTime(0.035, now + 0.01)
      gain.gain.exponentialRampToValueAtTime(0.0001, now + 0.2)
      osc.connect(gain)
      gain.connect(ctx.destination)
      osc.start(now)
      osc.stop(now + 0.22)
    }
    
    const vertexShader = /* glsl */ `
      varying vec2 vUv;
      void main() {
        vUv = uv;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
      }
    `
    
    const fragmentShader = /* glsl */ `
      uniform sampler2D uColorMap;
      uniform sampler2D uDepthMap;
      uniform sampler2D uHoverMap;
      uniform sampler2D uFluidMap;
      uniform vec2 uMouse;
      uniform float uStrength;
      uniform vec2 uLaptopOrigin;
      uniform vec2 uLaptopSize;
      uniform vec2 uViewportSize;
      uniform float uHoverStrength;
      uniform vec2 uDepthTexel;
      varying vec2 vUv;
    
      // The depth map is soft everywhere except right at real depth
      // discontinuities (the laptop's silhouette, the screen/keyboard seam),
      // where it's a near-hard edge. Sampled directly, neighboring fragments
      // straddling that edge get wildly different offsets and end up sampling
      // far-apart regions of the color map — the tearing/stretching artifact.
      // A light cross-blur spreads that transition over a couple of pixels
      // instead — kept deliberately gentle (1 texel, center-weighted) since an
      // overly heavy blur flattens the very edges that make the already-subtle
      // parallax (uStrength below) read as movement at all.
      float sampleDepth(vec2 uv) {
        float d = texture2D(uDepthMap, uv).r * 0.6;
        d += texture2D(uDepthMap, uv + vec2(uDepthTexel.x, 0.0)).r * 0.1;
        d += texture2D(uDepthMap, uv - vec2(uDepthTexel.x, 0.0)).r * 0.1;
        d += texture2D(uDepthMap, uv + vec2(0.0, uDepthTexel.y)).r * 0.1;
        d += texture2D(uDepthMap, uv - vec2(0.0, uDepthTexel.y)).r * 0.1;
        return d;
      }
    
      void main() {
        float depth = sampleDepth(vUv);
        vec2 offset = uMouse * uStrength * depth;
        vec2 uv = clamp(vUv + offset, 0.001, 0.999);
    
        vec4 baseColor = texture2D(uColorMap, uv);
        vec4 hoverColor = texture2D(uHoverMap, uv);
    
        // Map this fragment to the actual on-screen pixel it occupies, then
        // sample that same pixel from the fluid cursor's own canvas. Its alpha
        // channel is already a hard-edged silhouette of the fluid blob, so the
        // reveal mask takes on the fluid's real shape instead of a fake circle.
        vec2 screenPx = uLaptopOrigin + vec2(vUv.x, 1.0 - vUv.y) * uLaptopSize;
        vec2 fluidUv = screenPx / uViewportSize;
        fluidUv.y = 1.0 - fluidUv.y;
        float fluidMask = texture2D(uFluidMap, fluidUv).a * uHoverStrength;
    
        vec4 color = mix(baseColor, hoverColor, fluidMask);
        if (color.a < 0.01) discard;
        gl_FragColor = color;
      }
    `
    
    interface ScreenRect {
      left: number
      top: number
      width: number
      height: number
    }
    
    interface DepthPlaneProps {
      mouseTarget: RefObject<{ x: number; y: number }>
      hoverStrengthTarget: RefObject<number>
      screenRect: RefObject<ScreenRect>
      fluidRef?: RefObject<FluidCursorHandle | null>
    }
    
    function DepthPlane({ mouseTarget, hoverStrengthTarget, screenRect, fluidRef }: DepthPlaneProps) {
      const [colorMap, depthMap, hoverMap] = useTexture([
        '/kine/morni-laptop-showcase-web-design-kuwait.webp',
        '/kine/morni-laptop-depth-map.png',
        '/kine/morni-laptop-hover-map.png',
      ])
      const materialRef = useRef<THREE.ShaderMaterial>(null)
      const mouseRef = useRef({ x: 0, y: 0 })
      const hoverStrengthRef = useRef(0)
      const fluidTextureRef = useRef<THREE.CanvasTexture | null>(null)
      const fluidTextureSizeRef = useRef({ width: 0, height: 0 })
      const { viewport } = useThree()
    
      // Depth map's real pixel size — hardcoded from the actual asset
      // (public/images/morni-laptop-depth-map.png is 2752x1536) rather than read off the
      // loaded texture's .image at runtime, which depended on load-timing this
      // environment couldn't verify. Needed so the in-shader blur samples a
      // fixed number of source texels regardless of on-screen render size.
      const depthTexel = useMemo(() => new THREE.Vector2(1 / 2752, 1 / 1536), [])
    
      const uniforms = useMemo(
        () => ({
          uColorMap: { value: colorMap },
          uDepthMap: { value: depthMap },
          uHoverMap: { value: hoverMap },
          uFluidMap: { value: new THREE.Texture() },
          uMouse: { value: new THREE.Vector2(0, 0) },
          // Bumped up from the original 0.045 — the added depth-map blur (see
          // sampleDepth above) softened the sharp edges that made this already
          // subtle effect readable as motion, so it needed a touch more range
          // to stay clearly visible.
          uStrength: { value: 0.07 },
          uLaptopOrigin: { value: new THREE.Vector2(0, 0) },
          uLaptopSize: { value: new THREE.Vector2(1, 1) },
          uViewportSize: { value: new THREE.Vector2(1, 1) },
          uHoverStrength: { value: 0 },
          uDepthTexel: { value: depthTexel },
        }),
        [colorMap, depthMap, hoverMap, depthTexel]
      )
    
      useEffect(() => {
        const canvasEl = fluidRef?.current?.canvas
        if (!canvasEl) return
    
        const createTexture = () => {
          const texture = new THREE.CanvasTexture(canvasEl)
          texture.minFilter = THREE.LinearFilter
          texture.magFilter = THREE.LinearFilter
          fluidTextureRef.current?.dispose()
          fluidTextureRef.current = texture
          fluidTextureSizeRef.current = { width: canvasEl.width, height: canvasEl.height }
          if (materialRef.current) materialRef.current.uniforms.uFluidMap.value = texture
        }
    
        createTexture()
        return () => {
          fluidTextureRef.current?.dispose()
          fluidTextureRef.current = null
        }
      }, [fluidRef])
    
      useFrame(() => {
        mouseRef.current.x += (mouseTarget.current.x - mouseRef.current.x) * 0.08
        mouseRef.current.y += (mouseTarget.current.y - mouseRef.current.y) * 0.08
        hoverStrengthRef.current += (hoverStrengthTarget.current - hoverStrengthRef.current) * 0.2
    
        const mat = materialRef.current
        if (!mat) return
        mat.uniforms.uMouse.value.set(mouseRef.current.x, mouseRef.current.y)
        mat.uniforms.uHoverStrength.value = hoverStrengthRef.current
        mat.uniforms.uLaptopOrigin.value.set(screenRect.current.left, screenRect.current.top)
        mat.uniforms.uLaptopSize.value.set(screenRect.current.width, screenRect.current.height)
        if (typeof window !== 'undefined') {
          mat.uniforms.uViewportSize.value.set(window.innerWidth, window.innerHeight)
        }
        // FluidCursor's canvas resizes on window resize / DPR change. A
        // CanvasTexture's GPU storage is allocated at its first upload size —
        // if the source canvas later changes size, re-uploading into that
        // stale storage throws "glCopySubTextureCHROMIUM: Offset overflows
        // texture dimensions." Recreating the texture on a size change avoids it.
        const canvasEl = fluidRef?.current?.canvas
        if (canvasEl && (canvasEl.width !== fluidTextureSizeRef.current.width || canvasEl.height !== fluidTextureSizeRef.current.height)) {
          const texture = new THREE.CanvasTexture(canvasEl)
          texture.minFilter = THREE.LinearFilter
          texture.magFilter = THREE.LinearFilter
          fluidTextureRef.current?.dispose()
          fluidTextureRef.current = texture
          fluidTextureSizeRef.current = { width: canvasEl.width, height: canvasEl.height }
          mat.uniforms.uFluidMap.value = texture
        }
    
        if (fluidTextureRef.current) fluidTextureRef.current.needsUpdate = true
      })
    
      return (
        <mesh scale={[viewport.width, viewport.height, 1]}>
          <planeGeometry args={[1, 1]} />
          <shaderMaterial
            ref={materialRef}
            vertexShader={vertexShader}
            fragmentShader={fragmentShader}
            uniforms={uniforms}
            transparent
          />
        </mesh>
      )
    }
    
    interface LaptopDepthCardProps {
      fluidRef?: RefObject<FluidCursorHandle | null>
    }
    
    export default function LaptopDepthCard({ fluidRef }: LaptopDepthCardProps) {
      const wrapperRef = useRef<HTMLDivElement>(null)
      const mouseTarget = useRef({ x: 0, y: 0 })
      const hoverStrengthTarget = useRef(0)
      const screenRect = useRef<ScreenRect>({ left: 0, top: 0, width: 1, height: 1 })
      const tiltX = useRef<gsap.QuickToFunc | null>(null)
      const tiltY = useRef<gsap.QuickToFunc | null>(null)
    
      const handlePointerMove = (e: PointerEvent<HTMLDivElement>) => {
        const el = wrapperRef.current
        if (!el) return
        const rect = el.getBoundingClientRect()
        const nx = ((e.clientX - rect.left) / rect.width) * 2 - 1
        const ny = ((e.clientY - rect.top) / rect.height) * 2 - 1
    
        mouseTarget.current = { x: nx, y: -ny }
        hoverStrengthTarget.current = 1
        screenRect.current = { left: rect.left, top: rect.top, width: rect.width, height: rect.height }
    
        if (!tiltX.current) tiltX.current = gsap.quickTo(el, 'rotationX', { duration: 0.6, ease: 'power3.out' })
        if (!tiltY.current) tiltY.current = gsap.quickTo(el, 'rotationY', { duration: 0.6, ease: 'power3.out' })
        tiltX.current(-ny * 10)
        tiltY.current(nx * 14)
      }
    
      const handlePointerEnter = (e: PointerEvent<HTMLDivElement>) => {
        const el = wrapperRef.current
        if (el) {
          const rect = el.getBoundingClientRect()
          screenRect.current = { left: rect.left, top: rect.top, width: rect.width, height: rect.height }
        }
    
        playHoverChime()
    
        // Fade the fluid cursor's own wrapper <div> — a separate DOM node from
        // its <canvas> — so the black blob visually disappears over the laptop.
        // The <canvas> itself is left completely untouched, since it's the
        // texture source the reveal lens (uFluidMap) reads its real pixel data
        // from every frame; fading it directly risked the browser treating an
        // invisible canvas as "not worth rendering" and starving that read.
        const wrapper = fluidRef?.current?.wrapper
        if (wrapper) {
          gsap.to(wrapper, { opacity: 0, duration: 0.25, ease: 'power2.out' })
        }
    
        handlePointerMove(e)
      }
    
      const handlePointerLeave = () => {
        mouseTarget.current = { x: 0, y: 0 }
        hoverStrengthTarget.current = 0
        tiltX.current?.(0)
        tiltY.current?.(0)
        const wrapper = fluidRef?.current?.wrapper
        if (wrapper) {
          gsap.to(wrapper, { opacity: 1, duration: 0.35, ease: 'power2.out' })
        }
      }
    
      return (
        <div style={{ perspective: 1400 }} className="w-full h-full">
          <div
            ref={wrapperRef}
            onPointerEnter={handlePointerEnter}
            onPointerMove={handlePointerMove}
            onPointerLeave={handlePointerLeave}
            className="w-full h-full"
            style={{ transformStyle: 'preserve-3d' }}
          >
            <Canvas orthographic gl={{ alpha: true, antialias: true }} dpr={[1, 2]}>
              <Suspense fallback={null}>
                <DepthPlane
                  mouseTarget={mouseTarget}
                  hoverStrengthTarget={hoverStrengthTarget}
                  screenRect={screenRect}
                  fluidRef={fluidRef}
                />
              </Suspense>
            </Canvas>
          </div>
        </div>
      )
    }
    components/ui/kinematics/split-text.tsx
    "use client";
    
    import React, { useRef, useEffect, useState } from 'react';
    import { gsap } from 'gsap';
    import { SplitText as GSAPSplitText } from 'gsap/SplitText';
    import { useGSAP } from '@gsap/react';
    import { usePrefersReducedMotion } from '@/lib/use-prefers-reduced-motion';
    
    gsap.registerPlugin(GSAPSplitText, useGSAP);
    
    export interface SplitTextProps {
      text: string;
      className?: string;
      delay?: number;
      duration?: number;
      ease?: string | ((t: number) => number);
      splitType?: 'chars' | 'words' | 'lines' | 'words, chars';
      from?: gsap.TweenVars;
      to?: gsap.TweenVars;
      /** Extra delay (seconds) before the reveal starts, e.g. to stagger multiple SplitText instances. */
      startDelay?: number;
      tag?: 'h1' | 'h2' | 'h3' | 'h4' | 'h5' | 'h6' | 'p' | 'span';
      textAlign?: React.CSSProperties['textAlign'];
      onLetterAnimationComplete?: () => void;
    }
    
    const SplitText: React.FC<SplitTextProps> = ({
      text,
      className = '',
      delay = 50,
      duration = 1.25,
      ease = 'power3.out',
      splitType = 'chars',
      from = { opacity: 0, y: 40 },
      to = { opacity: 1, y: 0 },
      startDelay = 0,
      tag = 'p',
      textAlign = 'center',
      onLetterAnimationComplete
    }) => {
      const ref = useRef<HTMLParagraphElement>(null);
      const animationCompletedRef = useRef(false);
      const onCompleteRef = useRef(onLetterAnimationComplete);
      const [fontsLoaded, setFontsLoaded] = useState<boolean>(false);
      const reducedMotion = usePrefersReducedMotion();
    
      // Keep callback ref updated
      useEffect(() => {
        onCompleteRef.current = onLetterAnimationComplete;
      }, [onLetterAnimationComplete]);
    
      useEffect(() => {
        if (document.fonts.status === 'loaded') {
          // One-time synchronous check of an already-resolved browser API, not
          // derived React state; deferring it would just delay the split by a frame.
          // eslint-disable-next-line react-hooks/set-state-in-effect
          setFontsLoaded(true);
        } else {
          document.fonts.ready.then(() => {
            setFontsLoaded(true);
          });
          // Text is hidden (opacity: 0, see renderTag) until fontsLoaded — if font
          // loading ever hangs or errors, don't leave it invisible forever.
          const fallback = setTimeout(() => setFontsLoaded(true), 3000);
          return () => clearTimeout(fallback);
        }
      }, []);
    
      useGSAP(
        () => {
          if (!ref.current || !text || !fontsLoaded) return;
          // Prevent re-animation if already completed
          if (animationCompletedRef.current) return;
          const el = ref.current as HTMLElement & {
            _rbsplitInstance?: GSAPSplitText;
          };
    
          if (el._rbsplitInstance) {
            try {
              el._rbsplitInstance.revert();
            } catch {}
            el._rbsplitInstance = undefined;
          }
    
          let targets: Element[] = [];
          const assignTargets = (self: GSAPSplitText) => {
            if (splitType.includes('chars') && (self as GSAPSplitText).chars?.length)
              targets = (self as GSAPSplitText).chars;
            if (!targets.length && splitType.includes('words') && self.words.length) targets = self.words;
            if (!targets.length && splitType.includes('lines') && self.lines.length) targets = self.lines;
            if (!targets.length) targets = self.chars || self.words || self.lines;
          };
          const splitInstance = new GSAPSplitText(el, {
            type: splitType,
            smartWrap: true,
            autoSplit: splitType === 'lines',
            linesClass: 'split-line',
            wordsClass: 'split-word',
            charsClass: 'split-char',
            reduceWhiteSpace: false,
            onSplit: (self: GSAPSplitText) => {
              assignTargets(self);
    
              // Reduced motion: skip the per-character fly-in/stagger entirely
              // and jump straight to the resting `to` state — the text is still
              // revealed (never left invisible), just without the animation.
              if (reducedMotion) {
                animationCompletedRef.current = true;
                onCompleteRef.current?.();
                return gsap.set(targets, { ...to });
              }
    
              // Reveal 1st, 3rd, 5th... first (in order), then 2nd, 4th, 6th...
              // instead of a straight left-to-right sweep.
              const step = delay / 1000;
              const oddCount = Math.ceil(targets.length / 2);
              const staggerOrder = (i: number) =>
                i % 2 === 0 ? (i / 2) * step : (oddCount + (i - 1) / 2) * step;
              return gsap.fromTo(
                targets,
                { ...from },
                {
                  ...to,
                  duration,
                  delay: startDelay,
                  ease,
                  stagger: staggerOrder,
                  onComplete: () => {
                    animationCompletedRef.current = true;
                    onCompleteRef.current?.();
                  },
                  willChange: 'transform, opacity',
                  force3D: true
                }
              );
            }
          });
          el._rbsplitInstance = splitInstance;
    
          // The container itself starts hidden (see renderTag's default style)
          // so the raw, unsplit text never flashes on screen while this effect
          // waits on fontsLoaded. Now that the chars exist and already have
          // their own `from` opacity applied (gsap.fromTo renders it immediately),
          // it's safe to reveal the container — visibility is per-char from here.
          gsap.set(el, { opacity: 1 });
    
          return () => {
            try {
              splitInstance.revert();
            } catch {}
            el._rbsplitInstance = undefined;
          };
        },
        {
          dependencies: [
            text,
            delay,
            duration,
            ease,
            splitType,
            JSON.stringify(from),
            JSON.stringify(to),
            startDelay,
            fontsLoaded,
            reducedMotion
          ],
          scope: ref
        }
      );
    
      const renderTag = () => {
        const style: React.CSSProperties = {
          textAlign,
          wordWrap: 'break-word',
          willChange: 'transform, opacity',
          // Unconditionally hidden from the very first paint — NOT tied to
          // fontsLoaded state, since a state flip re-renders (and could commit
          // this container back to visible) a tick before the effect that
          // depends on that same state actually runs and hides the individual
          // split characters, letting the raw, unsplit text flash on screen in
          // between. The only thing that ever reveals it is the imperative
          // gsap.set(el, { opacity: 1 }) below, which runs in the same
          // synchronous block that has already hidden every char.
          opacity: 0
        };
        const classes = `split-parent overflow-hidden inline-block whitespace-normal ${className}`;
        const Tag = (tag || 'p') as React.ElementType;
    
        // createElement instead of JSX here: with `Tag` typed as a generic
        // React.ElementType, JSX can't statically reconcile a single prop shape
        // across every possible host/component target and collapses to `never`.
        // `tag` only ever resolves to a host element (h1-h6/p/span), so `ref`
        // here is the standard DOM ref, not a custom component prop read at render.
        // `role="text"` (the same role WebKit/VoiceOver define for this exact
        // case) because GSAP's SplitText plugin (default `aria: "auto"`) sets
        // `aria-label` on this container and `aria-hidden` on every split char/
        // word span — without an explicit role, that `aria-label` sits on a
        // roleless "generic" element, which axe's aria-prohibited-attr rule
        // flags as invalid.
        // eslint-disable-next-line react-hooks/refs
        return React.createElement(Tag, { ref, style, className: classes, role: 'text' }, text);
      };
    
      return renderTag();
    };
    
    export default SplitText;
    lib/use-prefers-reduced-motion.ts
    'use client'
    
    import { useEffect, useState } from 'react'
    
    // TEMPORARILY DISABLED — hardcoded to false, ignoring the real system
    // preference. On Windows, turning off "Show animations in Windows"
    // (Settings > Accessibility > Visual effects) makes matchMedia report
    // prefers-reduced-motion: reduce in every browser, even for people who
    // never touched a "reduce motion" toggle specifically — that's what made
    // every pinned section on this site go static at once. Disabled here
    // (rather than ripping out every call site) until there's a deliberate
    // decision on how/whether to bring this back — e.g. gated behind an
    // explicit in-app toggle instead of trusting the OS signal outright.
    const FORCE_DISABLED = true
    
    /** True when the user has requested reduced motion at the OS/browser level.
     * Every scroll-jacked "pin" section in this app (hero shrink, StackSection,
     * WorkSection, VisualCode, the /work and /services process sections, etc.)
     * checks this to skip its oversized-scroll-wrapper + sticky-pin mechanic
     * entirely — rather than just slowing the same motion down — so those users
     * get a normal, statically-visible page instead of being carried through a
     * long (sometimes 1000+vh) scroll-jacked, parallaxing, zooming sequence.
     * Starts `false` on the server/first paint (no media-query access there) and
     * corrects on mount — matches this codebase's existing convention of
     * reading `window`-only facts inside an effect rather than during render. */
    export function usePrefersReducedMotion() {
      const [reduced, setReduced] = useState(false)
    
      useEffect(() => {
        if (FORCE_DISABLED) return
        const query = window.matchMedia('(prefers-reduced-motion: reduce)')
        setReduced(query.matches)
    
        const handleChange = (e: MediaQueryListEvent) => setReduced(e.matches)
        query.addEventListener('change', handleChange)
        return () => query.removeEventListener('change', handleChange)
      }, [])
    
      return FORCE_DISABLED ? false : reduced
    }

Props

PropTypeDefaultDescription
disableScrollAnimationsbooleanfalseSkips the shrink-and-dim scrub, for when the hero is not the page's own scroll context.