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X-Ray Reveal

A hero built on two aligned images tilted by a depth map as the cursor moves, with a flat grey trail behind the hidden cursor that shows the image underneath wherever it passes, over a field of ever-shifting wavy lines that take the trail's colour. A loader opens it, then the header, the character and a massive split headline come in on one GSAP timeline.

Jaswanth

Creative Developer

A 3D character in a patterned shirt and round glasses
J
a
s
w
a
n
t
h

Move across him — the depth map tilts the scene, the trail shows who is underneath

Installation

  1. 1. Install the dependencies.

    terminal
    npm install gsap @gsap/react 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/xray-hero.tsx
    "use client";
    
    import { useRef, useState } from "react";
    import { gsap } from "gsap";
    import { SplitText } from "gsap/SplitText";
    import { useGSAP } from "@gsap/react";
    import { FlowingHeader } from "@/components/ui/flowing-header";
    import Loader from "@/components/ui/loader";
    import { XRayReveal } from "@/components/ui/xray-reveal";
    import { cn } from "@/lib/utils";
    
    gsap.registerPlugin(SplitText, useGSAP);
    
    type XRayHeroProps = {
      /** Shown by default. */
      front: string;
      /** Revealed along the cursor trail. Must share the front image's framing. */
      back: string;
      /** Greyscale depth map for the parallax: white is near, black is far. */
      depth?: string;
      alt?: string;
      /** The header's logo. */
      wordmark?: string;
      /** Massive word to the left of the character. */
      left?: string;
      /** Massive word to the right of the character. */
      right?: string;
      /** Play the loader before the entrance. Off, the entrance plays on mount. */
      preloader?: boolean;
      className?: string;
    };
    
    /**
     * The X-ray reveal as a full hero: a flowing header on top, one massive word
     * either side of the character, and the loader in front of it all. Once the
     * loader lifts, one timeline brings the scene in — the lines draw down the
     * stage, the character rises, the header drops in, and the words come up one
     * letter at a time.
     */
    export function XRayHero({
      front,
      back,
      depth,
      alt,
      wordmark = "Jaswanth",
      left = "Creative",
      right = "Developer",
      preloader = true,
      className,
    }: XRayHeroProps) {
      const root = useRef<HTMLElement>(null);
      const intro = useRef<gsap.core.Timeline | null>(null);
      // Set once the loader has lifted, or straight away without one.
      const ready = useRef(!preloader);
      const [loading, setLoading] = useState(preloader);
    
      const play = () => {
        if (!ready.current || !intro.current) return;
        const still = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
        if (still) intro.current.progress(1);
        else intro.current.play();
      };
    
      useGSAP(
        () => {
          const scope = root.current!;
          const find = (selector: string) => scope.querySelectorAll<HTMLElement>(selector);
    
          // A mask per letter, so each one rises out of its own slot rather than
          // fading in over the letters beside it.
          const splits = [...find("[data-hero-word]")].map((word) =>
            SplitText.create(word, { type: "chars", mask: "chars" }),
          );
          const letters = splits.flatMap((split) => split.chars);
    
          intro.current = gsap
            .timeline({ paused: true, defaults: { ease: "expo.out" } })
            // pathLength is 1, so a dash one unit long with an offset of one hides
            // each line entirely; running the offset to zero draws it top to bottom.
            .fromTo(
              find('[data-xray-part="lines"]'),
              { strokeDasharray: "1 1", strokeDashoffset: 1 },
              { strokeDashoffset: 0, duration: 1.8, ease: "power2.inOut", clearProps: "all" },
              0,
            )
            .from(
              find('[data-xray-part="image"]'),
              { yPercent: 14, scale: 0.92, autoAlpha: 0, duration: 1.6, transformOrigin: "50% 100%" },
              0.15,
            )
            .from(find("header > *"), { y: -32, autoAlpha: 0, duration: 1, stagger: 0.1 }, 0.45)
            // One stagger across both words: left to right, one letter at a time.
            .from(letters, { yPercent: 110, duration: 1.1, stagger: 0.06, ease: "power4.out" }, 0.55);
    
          // Waits, paused, under the loader — unless there is nothing to wait for.
          play();
    
          return () => splits.forEach((split) => split.revert());
        },
        { scope: root, dependencies: [left, right] },
      );
    
      // The loader has lifted: take it out and bring the scene in.
      const reveal = () => {
        ready.current = true;
        setLoading(false);
        play();
      };
    
      return (
        <section
          ref={root}
          className={cn("@container relative isolate w-full overflow-hidden bg-white", className)}
        >
          <FlowingHeader wordmark={wordmark} darkSections={[]} />
    
          <XRayReveal front={front} back={back} depth={depth} alt={alt} className="absolute inset-0">
            {/* Behind the character, so where a word runs under his shoulder the
                character covers it. */}
            <h1 className="pointer-events-none absolute inset-0 m-0 font-display leading-[0.85] font-normal tracking-tight text-[#0f1113] uppercase">
              <span
                data-hero-word
                className="absolute top-[14%] left-[3cqw] text-[16cqw] md:top-1/2 md:-translate-y-1/2 md:text-[10cqw]"
              >
                {left}
              </span>{" "}
              <span
                data-hero-word
                className="absolute right-[3cqw] bottom-[10%] text-[16cqw] md:top-1/2 md:bottom-auto md:-translate-y-1/2 md:text-[10cqw]"
              >
                {right}
              </span>
            </h1>
          </XRayReveal>
    
          {/* The loader is fixed to the viewport by its own stylesheet; inside a
              hero that is only part of a page, it is held to the hero instead. */}
          {loading && (
            <div className="[&_.loader-screen]:absolute!">
              <Loader onDone={reveal} />
            </div>
          )}
        </section>
      );
    }
    components/ui/xray-reveal.tsx
    "use client";
    
    import { useEffect, useId, useRef, useState, type PointerEvent, type ReactNode } from "react";
    import { cn } from "@/lib/utils";
    
    type XRayRevealProps = {
      /** Shown by default. */
      front: string;
      /** Revealed along the cursor trail. Must share the front image's framing. */
      back: string;
      /** Greyscale depth map for the parallax: white is near, black is far. */
      depth?: string;
      alt?: string;
      /** Radius of the blob at the cursor, in px. The trail behind it tapers to a point.
          One shape drives both the reveal and the grey stroke. */
      radius?: number;
      /** How lumpy the edge is; it roughens further while the cursor moves. 0 is smooth. */
      roughness?: number;
      /** How long the trail lingers behind the cursor, in ms. */
      trailLife?: number;
      /** While nobody is hovering, swipe across the stage on its own every few seconds. */
      autoSwipe?: boolean;
      /** How far near pixels travel against far ones as the cursor moves. */
      strength?: number;
      /** Colour of the stroke where it crosses the empty background. */
      trailColor?: string;
      /** Opacity of that stroke. It never shows over a character either way. */
      trailOpacity?: number;
      /** Wavy lines running top to bottom behind the characters. 0 turns them off. */
      lines?: number;
      /** Colour of the lines at rest. Under the trail they take the trail colour. */
      lineColor?: string;
      /** Layered between the background lines and the image, so the characters
          stand in front of it. Keep it pointer-events-none to leave the trail be. */
      children?: ReactNode;
      className?: string;
    };
    
    /** Points the shader walks. The newest 64 are kept; spacing bounds the rest. */
    const MAX_POINTS = 64;
    
    /*
     * The trail's edge is not a clean tube. Its radius is scaled by a few sine
     * waves laid across the page — k is in cycles per radius, so the lumps keep
     * their size relative to the stroke at any radius or pixel density. Anchored
     * to the page, a lump stays where it was laid down as the stroke moves on.
     * The waves run on their own clock, which speeds up with the cursor, so the
     * edge ripples while it moves and settles into a slow breath when it rests.
     * The shader and the lines' mask both evaluate these, so they always agree.
     */
    const WOBBLE = [
      { kx: 1.3, ky: 1.2, speed: 0.6, phase: 0, amp: 0.2 },
      { kx: -2.4, ky: 1.7, speed: -0.8, phase: 1.7, amp: 0.12 },
      { kx: 0.9, ky: -4.1, speed: 1.1, phase: 3.4, amp: 0.07 },
    ];
    
    const WOBBLE_GLSL = WOBBLE.map(
      (w) =>
        `${w.amp.toFixed(3)} * sin((${w.kx.toFixed(3)} * p.x + ${w.ky.toFixed(3)} * p.y) / uRadius + ${w.speed.toFixed(3)} * uTime + ${w.phase.toFixed(3)})`,
    ).join("\n    + ");
    
    /**
     * The trail narrows from full width at the cursor to a point at its tail, so
     * it always reads as an arrow aimed the way it is moving. Under 1 keeps the
     * body full and sharpens the point.
     */
    const TAPER = 0.75;
    
    /** The blob hangs off the pointer on this spring: quick to follow, with a little overshoot. */
    const SPRING = { stiffness: 210, damping: 17 };
    /** How fast the tail draws back in towards the head, per second. */
    const RETRACT = 3.2;
    
    /** Seconds between swipes the stage makes on its own while nobody is hovering. */
    const SWIPE_GAP = { min: 3, max: 7 };
    /** How fast a swipe crosses the stage, in px/s, and its bounds in seconds. */
    const SWIPE_SPEED = 900;
    const SWIPE_DURATION = { min: 1, max: 2.2 };
    /** Head speed, in px/s, at which the edge is fully stirred up. */
    const STIRRED_SPEED = 1400;
    
    /** How far the edge wanders: calmer at rest, rougher on the move. */
    function edgeAmplitude(roughness: number, stir: number) {
      return roughness * (0.6 + 0.8 * stir);
    }
    
    /*
     * One pass does everything. The canvas is mapped onto the images like
     * object-fit: cover, each pixel is pushed by the depth under it, and then the
     * cursor trail — a lumpy, tapering stroke through the blob's recent path —
     * decides two things at once: where the back image shows through, and where
     * the grey stroke is drawn. Because a single shape drives both, the reveal is
     * always exactly the shape of the trail.
     */
    const VERTEX = `#version 300 es
    in vec2 aPosition;
    void main() { gl_Position = vec4(aPosition, 0.0, 1.0); }`;
    
    const FRAGMENT = `#version 300 es
    precision highp float;
    out vec4 outColor;
    
    uniform sampler2D uFront;
    uniform sampler2D uBack;
    uniform sampler2D uDepth;
    uniform float uHasDepth;
    uniform vec2 uCanvas;
    uniform vec2 uImage;
    uniform vec2 uMouse;
    uniform float uStrength;
    
    // x, y in device pixels; z = age in seconds; w = 1 if joined to the point
    // before it, 0 where a new stroke starts.
    uniform vec4 uTrail[${MAX_POINTS}];
    uniform int uCount;
    uniform float uRadius;
    uniform float uSoft;
    uniform float uLife;
    uniform vec3 uInk;
    uniform float uInkOpacity;
    // How far the edge wanders, and the clock its waves run on.
    uniform float uWobble;
    uniform float uTime;
    
    float wobble(vec2 p) {
      return ${WOBBLE_GLSL};
    }
    
    // Fullest at the cursor and narrowing to nothing by the end of its life,
    // so the tail comes to a point and vanishes without a fade.
    float taper(float age) {
      return pow(1.0 - clamp(age / uLife, 0.0, 1.0), ${TAPER.toFixed(3)});
    }
    
    float trailMask(vec2 p) {
      // The wobble depends only on where this pixel is, so it is shared by
      // every segment; only the taper changes with each one's age.
      float edge = uRadius * (1.0 + uWobble * wobble(p));
      float mask = 0.0;
      for (int i = 0; i < ${MAX_POINTS - 1}; i++) {
        if (i >= uCount - 1) break;
        vec4 b = uTrail[i + 1];
        if (b.w < 0.5) continue;
        vec4 a = uTrail[i];
    
        vec2 pa = p - a.xy;
        vec2 ba = b.xy - a.xy;
        float h = clamp(dot(pa, ba) / max(dot(ba, ba), 1e-4), 0.0, 1.0);
        // Signed distance to the segment, with its radius taken where the pixel
        // is nearest — and to a full circle at each end, so a fat end is never
        // clipped by a thinner neighbour. That matters most at rest, when an
        // older point sits right under the head.
        float side = length(pa - ba * h) - edge * taper(mix(a.z, b.z, h));
        float ends = min(length(pa) - edge * taper(a.z), length(p - b.xy) - edge * taper(b.z));
        mask = max(mask, 1.0 - smoothstep(-uSoft, 0.0, min(side, ends)));
      }
      return mask;
    }
    
    void main() {
      vec2 frag = vec2(gl_FragCoord.x, uCanvas.y - gl_FragCoord.y);
    
      float scale = max(uCanvas.x / uImage.x, uCanvas.y / uImage.y);
      vec2 drawn = uImage * scale;
      vec2 uv = (frag - (uCanvas - drawn) * 0.5) / drawn;
    
      // Read from a heavily blurred mip. Where the depth jumps sharply at the
      // silhouette, near pixels move one way and far ones the other; if they move
      // further than the jump is wide, neighbouring pixels sample the same source
      // and the character's edge prints twice. Blurring the depth wider than the
      // largest shift keeps the mapping from folding over.
      float depth = uHasDepth > 0.5 ? textureLod(uDepth, uv, 5.0).r : 0.5;
      vec2 shifted = clamp(uv - uMouse * uStrength * (depth - 0.5), 0.0, 1.0);
    
      vec4 front = texture(uFront, shifted);
      vec4 back = texture(uBack, shifted);
    
      float mask = uCount > 1 ? trailMask(frag) : 0.0;
      vec4 image = mix(front, back, mask);
    
      // The stroke is composited underneath the image, so it only shows through
      // transparent background and never on a character.
      float ink = mask * uInkOpacity;
      outColor = image + (1.0 - image.a) * vec4(uInk * ink, ink);
    }`;
    
    function loadImage(src: string) {
      return new Promise<HTMLImageElement>((resolve, reject) => {
        const image = new Image();
        image.onload = () => resolve(image);
        image.onerror = reject;
        image.src = src;
      });
    }
    
    function parseHex(hex: string) {
      let value = hex.replace("#", "");
      if (value.length === 3) value = [...value].map((c) => c + c).join("");
      return [0, 2, 4].map((i) => parseInt(value.slice(i, i + 2), 16) / 255) as [
        number,
        number,
        number,
      ];
    }
    
    type TrailPoint = { x: number; y: number; t: number; joined: boolean };
    
    /** Vertical distance between the points each wavy line is sampled at, in px. */
    const LINE_STEP = 22;
    
    /**
     * The path for one background line at time t. Two waves run down the stage;
     * how far each line's phase lags its neighbour's drifts slowly between none
     * and half a turn, so the set keeps passing from parallel ripples, through
     * braids, into a chain of lenses where neighbours meet — and back. Near the
     * cursor the lines are pushed aside, opening a gap around it.
     */
    function linePath(
      index: number,
      count: number,
      width: number,
      height: number,
      t: number,
      cursor: { x: number; y: number; pull: number },
    ) {
      const gap = width / count;
      const base = (index + 0.5) * gap;
      const lag = Math.PI * (0.5 - 0.5 * Math.cos(t * 0.11));
      const cycles = 1.6 + 0.7 * Math.sin(t * 0.07);
      const swell = 0.75 + 0.25 * Math.sin(t * 0.17 + 1.3);
      const amp = gap * 0.9 * swell;
      const push = 60;
      const reach = 130;
    
      let d = "";
      let prev: [number, number] | null = null;
      for (let y = -LINE_STEP; y <= height + LINE_STEP; y += LINE_STEP) {
        const v = y / height;
        let x =
          base +
          amp * Math.sin(v * cycles * Math.PI * 2 + t * 0.6 + index * lag) +
          amp * 0.35 * Math.sin(v * cycles * 4.1 - t * 0.9 + index * lag * 0.5);
    
        if (cursor.pull > 0) {
          // Grows with distance from the cursor before falling away, so a line
          // running straight through it bends smoothly instead of snapping sides.
          const dx = (x - cursor.x) / reach;
          const dy = (y - cursor.y) / reach;
          x += push * dx * Math.exp(0.5 - (dx * dx + dy * dy) / 2) * cursor.pull;
        }
    
        // Quadratic segments through the midpoints keep the curve smooth.
        if (!prev) d = `M${x.toFixed(1)} ${y}`;
        else {
          const mx = (prev[0] + x) / 2;
          const my = (prev[1] + y) / 2;
          d += `Q${prev[0].toFixed(1)} ${prev[1]} ${mx.toFixed(1)} ${my}`;
        }
        prev = [x, y];
      }
      if (prev) d += `L${prev[0].toFixed(1)} ${prev[1]}`;
      return d;
    }
    
    type LivePoint = { x: number; y: number; age: number; joined: boolean };
    
    /**
     * The trail as it stands now, oldest first, with the cursor itself as its
     * newest point while it is over the stage. Points past their life are dropped.
     */
    function liveTrail(
      points: TrailPoint[],
      head: { x: number; y: number } | null,
      now: number,
      life: number,
    ) {
      while (points.length && now - points[0]!.t > life) points.shift();
      // The oldest surviving point starts a stroke, whatever it once joined.
      const list: LivePoint[] = points.map((p, i) => ({
        x: p.x,
        y: p.y,
        age: now - p.t,
        joined: i > 0 && p.joined,
      }));
      if (head) list.push({ ...head, age: 0, joined: list.length > 0 });
      // A lone point still needs one segment to draw: a zero-length one,
      // which renders as a round dot.
      if (list.length === 1) list.push({ ...list[0]!, joined: true });
      return list;
    }
    
    type TrailShape = { radius: number; wobble: number; life: number; time: number };
    
    /** The trail's radius at (x, y) for a stretch of the given age — the shader's formula. */
    function trailRadius(x: number, y: number, age: number, shape: TrailShape) {
      const { radius, wobble, life, time } = shape;
      let edge = 0;
      for (const w of WOBBLE) {
        edge += w.amp * Math.sin((w.kx * x + w.ky * y) / radius + w.speed * time + w.phase);
      }
      const taper = Math.pow(1 - Math.min(1, Math.max(0, age / life)), TAPER);
      return radius * (1 + wobble * edge) * taper;
    }
    
    type Point = { x: number; y: number };
    
    /** Everything the pointer drives. Lives in a ref and is stepped once a frame. */
    type Motion = {
      /** Where the pointer is, in px from the stage's top left. */
      pointer: Point;
      /** The pointer as -1..1 across the stage, for the parallax. */
      target: Point;
      /** The blob itself, which chases the pointer on a spring. */
      head: Point;
      velocity: Point;
      /** Something is driving the blob: the pointer, or a swipe of its own. */
      hovering: boolean;
      /** The real pointer is over the stage. */
      user: boolean;
      /** The swipe in progress while nobody is hovering, if any. */
      swipe: Swipe | null;
      /** When the next swipe starts, in seconds; 0 until one is scheduled. */
      nextSwipe: number;
      /** The stage's size in px, which the swipes are laid across. */
      size: { w: number; h: number };
      /** The next point laid down starts a new stroke. */
      fresh: boolean;
      /** 0 at rest, 1 when moving fast; eased, and it roughens the edge. */
      stir: number;
      /** The wobble's clock, which runs faster the more stirred the blob is. */
      clock: number;
      /** Timestamp of the last step, in seconds. */
      last: number;
      dirty: boolean;
    };
    
    type Swipe = { from: Point; to: Point; bend: number; start: number; duration: number };
    
    const between = (range: { min: number; max: number }) =>
      range.min + Math.random() * (range.max - range.min);
    
    /**
     * While nobody is hovering, the stage now and then swipes across itself: one
     * stroke, left or right, at a random height. It stands in for the pointer, so
     * the spring, the trail, the parallax and the lines all react as they would
     * to a hand. It starts and ends off the stage, so the blob never pops in.
     */
    function driveSwipe(motion: Motion, now: number, radius: number) {
      const { size } = motion;
      if (motion.user) {
        motion.swipe = null;
        motion.nextSwipe = 0;
        return;
      }
    
      if (!motion.swipe) {
        if (!motion.nextSwipe) motion.nextSwipe = now + between(SWIPE_GAP);
        if (now < motion.nextSwipe || size.w <= 0) return;
    
        // Far enough out that the blob, lumps and all, is fully off the stage.
        const margin = radius * 1.5;
        const rightward = Math.random() < 0.5;
        const y = size.h * between({ min: 0.3, max: 0.7 });
        const left = { x: -margin, y };
        const right = { x: size.w + margin, y: y + size.h * between({ min: -0.1, max: 0.1 }) };
        motion.swipe = {
          from: rightward ? left : right,
          to: rightward ? right : left,
          bend: size.h * between({ min: -0.12, max: 0.12 }),
          start: now,
          duration: Math.min(
            SWIPE_DURATION.max,
            Math.max(SWIPE_DURATION.min, (size.w + margin * 2) / SWIPE_SPEED),
          ),
        };
        motion.head = { ...motion.swipe.from };
        motion.velocity = { x: 0, y: 0 };
        motion.fresh = true;
        motion.hovering = true;
      }
    
      const { from, to, bend, start, duration } = motion.swipe;
      const k = (now - start) / duration;
      if (k >= 1) {
        // The blob has left the stage; its trail shrinks away on its own.
        motion.swipe = null;
        motion.nextSwipe = 0;
        motion.hovering = false;
        motion.target = { x: 0, y: 0 };
        return;
      }
    
      // Eased like a hand: gathering speed, then easing off past the far edge.
      const e = 0.5 - 0.5 * Math.cos(Math.PI * k);
      motion.pointer = {
        x: from.x + (to.x - from.x) * e,
        y: from.y + (to.y - from.y) * e + bend * Math.sin(Math.PI * e),
      };
      motion.target = {
        x: Math.max(-1, Math.min(1, (motion.pointer.x / size.w) * 2 - 1)),
        y: (motion.pointer.y / size.h) * 2 - 1,
      };
    }
    
    /**
     * Advances the blob by one frame. Both render loops call this with the same
     * frame timestamp, and only the first call in a frame does anything, so the
     * shader and the lines' mask always see the same trail.
     */
    function stepMotion(
      motion: Motion,
      points: TrailPoint[],
      now: number,
      options: { spacing: number; radius: number; still: boolean; autoSwipe: boolean },
    ) {
      if (now <= motion.last) return;
      // A long gap (a hidden tab, the first frame) is not something to integrate.
      const dt = motion.last ? Math.min(0.05, now - motion.last) : 0;
      motion.last = now;
    
      const { spacing, still } = options;
      if (options.autoSwipe && !still) driveSwipe(motion, now, options.radius);
    
      const { head, velocity, pointer } = motion;
      if (motion.hovering && still) {
        head.x = pointer.x;
        head.y = pointer.y;
        velocity.x = velocity.y = 0;
      } else if (motion.hovering) {
        // Small fixed steps keep the spring stable through a dropped frame.
        const steps = Math.ceil(dt * 240);
        const h = steps ? dt / steps : 0;
        for (let i = 0; i < steps; i++) {
          velocity.x += (SPRING.stiffness * (pointer.x - head.x) - SPRING.damping * velocity.x) * h;
          velocity.y += (SPRING.stiffness * (pointer.y - head.y) - SPRING.damping * velocity.y) * h;
          head.x += velocity.x * h;
          head.y += velocity.y * h;
        }
      } else {
        velocity.x = velocity.y = 0;
      }
    
      const speed = Math.hypot(velocity.x, velocity.y);
      motion.stir += (Math.min(1, speed / STIRRED_SPEED) - motion.stir) * (1 - Math.exp(-dt * 5));
      if (!still) motion.clock += dt * (1 + 3 * motion.stir);
    
      // Lay the trail down behind the blob.
      if (motion.hovering) {
        const last = points[points.length - 1];
        if (motion.fresh || !last || Math.hypot(head.x - last.x, head.y - last.y) >= spacing) {
          points.push({ x: head.x, y: head.y, t: now, joined: !motion.fresh && !!last });
          if (points.length > MAX_POINTS - 1) points.shift();
          motion.fresh = false;
        }
      }
    
      // Draw the tail back in like a drop of liquid: each point eases towards the
      // one laid after it, and the newest towards the blob.
      if (still) return;
      const pull = 1 - Math.exp(-dt * RETRACT);
      points.forEach((point, i) => {
        const next = points[i + 1];
        const to = next ? (next.joined ? next : null) : motion.hovering ? head : null;
        if (!to) return;
        point.x += (to.x - point.x) * pull;
        point.y += (to.y - point.y) * pull;
      });
    }
    
    /** Samples on each rounded end of a segment's outline. */
    const CAP_STEPS = 12;
    /** Samples round a trail point's own circle. */
    const CIRCLE_STEPS = 24;
    
    /**
     * The point on the edge in direction (nx, ny) from a centre. Since the radius
     * depends on where that point lands, it is settled with a couple of
     * fixed-point steps.
     */
    function edgePoint(cx: number, cy: number, nx: number, ny: number, age: number, shape: TrailShape) {
      let r = trailRadius(cx, cy, age, shape);
      for (let k = 0; k < 2; k++) r = trailRadius(cx + nx * r, cy + ny * r, age, shape);
      return `${(cx + nx * r).toFixed(1)} ${(cy + ny * r).toFixed(1)}`;
    }
    
    /** A trail point's own circle, at the radius for its age — the shader's end circles. */
    function pointOutline(point: LivePoint, shape: TrailShape) {
      const points: string[] = [];
      for (let i = 0; i < CIRCLE_STEPS; i++) {
        const angle = (Math.PI * 2 * i) / CIRCLE_STEPS;
        points.push(edgePoint(point.x, point.y, Math.cos(angle), Math.sin(angle), point.age, shape));
      }
      return `M${points.join("L")}Z`;
    }
    
    /**
     * One trail segment's outline, as the shader draws it: a capsule whose edge
     * wanders, its radius following the age along it. The ends' full circles are
     * drawn separately, by pointOutline.
     */
    function segmentOutline(a: LivePoint, b: LivePoint, shape: TrailShape) {
      const dx = b.x - a.x;
      const dy = b.y - a.y;
      const length = Math.hypot(dx, dy);
      // A zero-length segment is a lone dot; any direction will do.
      const ux = length > 0.5 ? dx / length : 1;
      const uy = length > 0.5 ? dy / length : 0;
    
      const points: string[] = [];
      const edgeAt = (h: number, nx: number, ny: number) => {
        const age = a.age + (b.age - a.age) * h;
        points.push(edgePoint(a.x + dx * h, a.y + dy * h, nx, ny, age, shape));
      };
    
      const steps = Math.max(1, Math.ceil(length / 24));
      // Down one side, round the far end, back up the other side, round the near end.
      for (let i = 0; i <= steps; i++) edgeAt(i / steps, -uy, ux);
      for (let i = 1; i < CAP_STEPS; i++) {
        const c = Math.cos((Math.PI * i) / CAP_STEPS);
        const s = Math.sin((Math.PI * i) / CAP_STEPS);
        edgeAt(1, -uy * c + ux * s, ux * c + uy * s);
      }
      for (let i = steps; i >= 0; i--) edgeAt(i / steps, uy, -ux);
      for (let i = 1; i < CAP_STEPS; i++) {
        const c = Math.cos((Math.PI * i) / CAP_STEPS);
        const s = Math.sin((Math.PI * i) / CAP_STEPS);
        edgeAt(0, uy * c - ux * s, -ux * c - uy * s);
      }
      return `M${points.join("L")}Z`;
    }
    
    export function XRayReveal({
      front,
      back,
      depth,
      alt = "",
      radius = 160,
      roughness = 1,
      trailLife = 500,
      autoSwipe = true,
      strength = 0.02,
      trailColor = "#cfcfcf",
      trailOpacity = 0.3,
      lines = 28,
      lineColor = "#ebebeb",
      children,
      className,
    }: XRayRevealProps) {
      const containerRef = useRef<HTMLDivElement>(null);
      const canvasRef = useRef<HTMLCanvasElement>(null);
      const linesRef = useRef<SVGSVGElement>(null);
      const id = useId().replace(/[^\w-]/g, "");
      // Set once the canvas has drawn, which retires the still underneath it.
      const [live, setLive] = useState(false);
    
      // Everything the render loops read lives in refs, so moving the pointer
      // never re-renders the component.
      const motion = useRef<Motion>({
        pointer: { x: 0, y: 0 },
        target: { x: 0, y: 0 },
        head: { x: 0, y: 0 },
        velocity: { x: 0, y: 0 },
        hovering: false,
        user: false,
        swipe: null,
        nextSwipe: 0,
        size: { w: 0, h: 0 },
        fresh: true,
        stir: 0,
        clock: 0,
        last: 0,
        dirty: true,
      });
      const trail = useRef<TrailPoint[]>([]);
      /** Gap between trail points; keeps long strokes inside MAX_POINTS. */
      const spacing = Math.max(3, radius * 0.25);
    
      useEffect(() => {
        const container = containerRef.current;
        const canvas = canvasRef.current;
        if (!container || !canvas) return;
    
        const gl = canvas.getContext("webgl2", { premultipliedAlpha: true, antialias: false });
        // No WebGL2: the front still stays up on its own, just without the reveal.
        if (!gl) return;
    
        const still = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
        const ink = parseHex(trailColor);
        const life = trailLife / 1000;
    
        const compile = (type: number, source: string) => {
          const shader = gl.createShader(type)!;
          gl.shaderSource(shader, source);
          gl.compileShader(shader);
          return shader;
        };
    
        const vertex = compile(gl.VERTEX_SHADER, VERTEX);
        const fragment = compile(gl.FRAGMENT_SHADER, FRAGMENT);
        const program = gl.createProgram()!;
        gl.attachShader(program, vertex);
        gl.attachShader(program, fragment);
        gl.linkProgram(program);
        gl.useProgram(program);
    
        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, 1, -1, 1, 1]),
          gl.STATIC_DRAW,
        );
        const position = gl.getAttribLocation(program, "aPosition");
        gl.enableVertexAttribArray(position);
        gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
    
        const uniform = (name: string) => gl.getUniformLocation(program, name);
        const u = {
          front: uniform("uFront"),
          back: uniform("uBack"),
          depth: uniform("uDepth"),
          hasDepth: uniform("uHasDepth"),
          canvas: uniform("uCanvas"),
          image: uniform("uImage"),
          mouse: uniform("uMouse"),
          strength: uniform("uStrength"),
          trail: uniform("uTrail"),
          count: uniform("uCount"),
          radius: uniform("uRadius"),
          soft: uniform("uSoft"),
          life: uniform("uLife"),
          ink: uniform("uInk"),
          inkOpacity: uniform("uInkOpacity"),
          wobble: uniform("uWobble"),
          time: uniform("uTime"),
        };
    
        const textures: WebGLTexture[] = [];
        const upload = (image: HTMLImageElement, unit: number, premultiply: boolean) => {
          const texture = gl.createTexture()!;
          textures.push(texture);
          gl.activeTexture(gl.TEXTURE0 + unit);
          gl.bindTexture(gl.TEXTURE_2D, texture);
          // The PNGs carry alpha; premultiplying keeps blends clean at the edges.
          gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiply);
          gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
          gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
          gl.generateMipmap(gl.TEXTURE_2D);
        };
    
        let dpr = 1;
        const resize = () => {
          dpr = Math.min(window.devicePixelRatio || 1, 2);
          const { width, height } = container.getBoundingClientRect();
          canvas.width = Math.max(1, Math.round(width * dpr));
          canvas.height = Math.max(1, Math.round(height * dpr));
          gl.viewport(0, 0, canvas.width, canvas.height);
          motion.current.size = { w: width, h: height };
          motion.current.dirty = true;
        };
    
        const mouse = { x: 0, y: 0 };
        const trailData = new Float32Array(MAX_POINTS * 4);
        let imageSize = { w: 1, h: 1 };
        let frame = 0;
        let running = false;
        let destroyed = false;
        let drawnOnce = false;
    
        /** Packs the live trail into the uniform array the shader walks. */
        const packTrail = (now: number) => {
          const state = motion.current;
          const list = liveTrail(trail.current, state.hovering ? state.head : null, now, life);
    
          const kept = list.slice(-MAX_POINTS);
          if (kept[0]) kept[0].joined = false;
          kept.forEach((p, i) => {
            trailData[i * 4] = p.x * dpr;
            trailData[i * 4 + 1] = p.y * dpr;
            trailData[i * 4 + 2] = p.age;
            trailData[i * 4 + 3] = p.joined ? 1 : 0;
          });
          return kept.length;
        };
    
        const draw = (timestamp: number) => {
          const state = motion.current;
          const now = timestamp / 1000;
          stepMotion(state, trail.current, now, { spacing, radius, still, autoSwipe });
    
          mouse.x += (state.target.x - mouse.x) * 0.08;
          mouse.y += (state.target.y - mouse.y) * 0.08;
    
          const count = packTrail(now);
          const settling =
            Math.abs(state.target.x - mouse.x) > 1e-4 ||
            Math.abs(state.target.y - mouse.y) > 1e-4;
    
          // Draw while anything is moving or shrinking away; otherwise skip, keep looping.
          if (settling || count > 0 || state.dirty) {
            state.dirty = count > 0;
            gl.uniform2f(u.canvas, canvas.width, canvas.height);
            gl.uniform2f(u.image, imageSize.w, imageSize.h);
            gl.uniform2f(u.mouse, mouse.x, mouse.y);
            gl.uniform1f(u.strength, still ? 0 : strength);
            gl.uniform4fv(u.trail, trailData);
            gl.uniform1i(u.count, count);
            gl.uniform1f(u.radius, radius * dpr);
            gl.uniform1f(u.soft, Math.min(12, radius * 0.15) * dpr);
            gl.uniform1f(u.life, life);
            gl.uniform3f(u.ink, ink[0], ink[1], ink[2]);
            gl.uniform1f(u.inkOpacity, trailOpacity);
            gl.uniform1f(u.wobble, edgeAmplitude(roughness, state.stir));
            gl.uniform1f(u.time, state.clock);
            gl.clearColor(0, 0, 0, 0);
            gl.clear(gl.COLOR_BUFFER_BIT);
            gl.drawArrays(gl.TRIANGLES, 0, 6);
    
            if (!drawnOnce) {
              drawnOnce = true;
              setLive(true);
            }
          }
    
          frame = requestAnimationFrame(draw);
        };
    
        const start = () => {
          if (running || destroyed) return;
          running = true;
          frame = requestAnimationFrame(draw);
        };
    
        const stop = () => {
          running = false;
          cancelAnimationFrame(frame);
        };
    
        // Off screen, the loop stops altogether — this matters on a page with
        // several demos mounted at once.
        const visibility = new IntersectionObserver(([entry]) => {
          if (entry?.isIntersecting) start();
          else stop();
        });
    
        const sizing = new ResizeObserver(resize);
    
        Promise.all([
          loadImage(front),
          loadImage(back),
          depth ? loadImage(depth) : Promise.resolve(null),
        ])
          .then(([frontImage, backImage, depthImage]) => {
            if (destroyed) return;
            imageSize = { w: frontImage.naturalWidth, h: frontImage.naturalHeight };
    
            upload(frontImage, 0, true);
            upload(backImage, 1, true);
            if (depthImage) upload(depthImage, 2, false);
    
            gl.uniform1i(u.front, 0);
            gl.uniform1i(u.back, 1);
            gl.uniform1i(u.depth, 2);
            gl.uniform1f(u.hasDepth, depthImage ? 1 : 0);
    
            resize();
            sizing.observe(container);
            visibility.observe(container);
          })
          .catch(() => {
            // An image failed to load: leave the still in place rather than
            // swapping it for an empty canvas.
          });
    
        return () => {
          destroyed = true;
          stop();
          sizing.disconnect();
          visibility.disconnect();
          textures.forEach((texture) => gl.deleteTexture(texture));
          gl.deleteBuffer(buffer);
          gl.deleteProgram(program);
          gl.deleteShader(vertex);
          gl.deleteShader(fragment);
        };
      }, [front, back, depth, radius, roughness, spacing, trailLife, autoSwipe, strength, trailColor, trailOpacity]);
    
      // The background lines run on their own loop, so they keep moving even
      // where WebGL2 is missing and the still is all there is on top of them.
      useEffect(() => {
        const container = containerRef.current;
        const svg = linesRef.current;
        if (!container || !svg || lines <= 0) return;
    
        const paths = svg.querySelectorAll<SVGPathElement>("[data-line]");
        const marks = svg.querySelectorAll<SVGPathElement>("[data-mark]");
        const dots = svg.querySelectorAll<SVGPathElement>("[data-dot]");
        const still = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
        const life = trailLife / 1000;
        const size = { w: 0, h: 0 };
        const cursor = { x: 0, y: 0, pull: 0 };
        let frame = 0;
        let running = false;
    
        const draw = (timestamp: number) => {
          const state = motion.current;
          const now = timestamp / 1000;
          stepMotion(state, trail.current, now, { spacing, radius, still, autoSwipe });
    
          // The lines lean out of the blob's way while it is over the stage,
          // and ease back once it leaves.
          cursor.x = state.head.x;
          cursor.y = state.head.y;
          cursor.pull += ((state.hovering && !still ? 1 : 0) - cursor.pull) * 0.06;
    
          if (size.w > 0 && size.h > 0) {
            const t = still ? 0 : now;
            paths.forEach((path, i) => {
              path.setAttribute("d", linePath(i, lines, size.w, size.h, t, cursor));
            });
          }
    
          // The mask is the trail itself, segment by segment, lumps and taper
          // included, so the lines take the trail colour exactly where the reveal
          // is — and shrink away with it.
          const list = liveTrail(trail.current, state.hovering ? state.head : null, now, life);
          const shape = {
            radius,
            wobble: edgeAmplitude(roughness, state.stir),
            life,
            time: state.clock,
          };
          marks.forEach((mark, i) => {
            const a = list[i];
            const b = list[i + 1];
            if (!a || !b || !b.joined) mark.removeAttribute("d");
            else mark.setAttribute("d", segmentOutline(a, b, shape));
          });
          // Every point that ends a drawn segment also gets its full circle.
          dots.forEach((dot, i) => {
            const point = list[i];
            const drawn = point && (point.joined || list[i + 1]?.joined);
            if (!drawn) dot.removeAttribute("d");
            else dot.setAttribute("d", pointOutline(point, shape));
          });
    
          frame = requestAnimationFrame(draw);
        };
    
        const start = () => {
          if (running) return;
          running = true;
          frame = requestAnimationFrame(draw);
        };
    
        const stop = () => {
          running = false;
          cancelAnimationFrame(frame);
        };
    
        const sizing = new ResizeObserver(() => {
          const { width, height } = container.getBoundingClientRect();
          size.w = width;
          size.h = height;
          motion.current.size = { w: width, h: height };
        });
        const visibility = new IntersectionObserver(([entry]) => {
          if (entry?.isIntersecting) start();
          else stop();
        });
        sizing.observe(container);
        visibility.observe(container);
    
        return () => {
          stop();
          sizing.disconnect();
          visibility.disconnect();
        };
      }, [lines, trailLife, radius, roughness, spacing, autoSwipe]);
    
      /** The pointer only sets where the blob is headed; the loops move it there. */
      const track = (event: PointerEvent<HTMLDivElement>) => {
        const rect = event.currentTarget.getBoundingClientRect();
        const x = event.clientX - rect.left;
        const y = event.clientY - rect.top;
    
        const state = motion.current;
        state.pointer = { x, y };
        state.target = { x: (x / rect.width) * 2 - 1, y: (y / rect.height) * 2 - 1 };
        state.dirty = true;
      };
    
      return (
        <div
          ref={containerRef}
          onPointerMove={track}
          onPointerEnter={(event) => {
            track(event);
            const state = motion.current;
            // Re-entering drops the blob straight onto the pointer and starts a
            // fresh stroke, rather than springing in from wherever it left — or
            // from wherever a swipe of its own had got to.
            state.head = { ...state.pointer };
            state.velocity = { x: 0, y: 0 };
            state.fresh = true;
            state.hovering = true;
            state.user = true;
            state.swipe = null;
          }}
          onPointerLeave={() => {
            const state = motion.current;
            state.hovering = false;
            state.user = false;
            // Ease the parallax back to rest; the trail shrinks away on its own.
            state.target = { x: 0, y: 0 };
          }}
          className={cn(
            "relative isolate h-full w-full cursor-none overflow-hidden select-none",
            className,
          )}
        >
          {/* Behind everything, so the opaque characters hide the lines and they
              only show through the empty background. Each line is drawn twice:
              once at rest, and once in the trail colour, masked to the trail.
              pathLength="1" lets a dash offset on the svg draw them in. */}
          {lines > 0 && (
            <svg
              ref={linesRef}
              aria-hidden
              data-xray-part="lines"
              fill="none"
              strokeWidth={1.25}
              className="pointer-events-none absolute inset-0 size-full"
            >
              <defs>
                <g id={`${id}-lines`}>
                  {Array.from({ length: lines }, (_, i) => (
                    <path key={i} data-line="" pathLength={1} />
                  ))}
                </g>
                <mask
                  id={`${id}-trail`}
                  maskUnits="userSpaceOnUse"
                  x="0"
                  y="0"
                  width="100%"
                  height="100%"
                >
                  <g fill="white">
                    {Array.from({ length: MAX_POINTS - 1 }, (_, i) => (
                      <path key={i} data-mark="" />
                    ))}
                    {Array.from({ length: MAX_POINTS }, (_, i) => (
                      <path key={i} data-dot="" />
                    ))}
                  </g>
                </mask>
              </defs>
              <use href={`#${id}-lines`} stroke={lineColor} />
              <use href={`#${id}-lines`} stroke={trailColor} mask={`url(#${id}-trail)`} />
            </svg>
          )}
    
          {children}
    
          <div data-xray-part="image" className="pointer-events-none absolute inset-0">
            {/* First paint, and the fallback if WebGL2 is missing. Retired once the
                canvas draws: the images are transparent, so a still left underneath
                would show through the parallaxed copy as a second character. */}
            <img
              src={front}
              alt={alt}
              draggable={false}
              loading="eager"
              className={cn(
                "absolute inset-0 size-full object-cover transition-opacity duration-300",
                live ? "opacity-0" : "opacity-100",
              )}
            />
    
            <canvas ref={canvasRef} aria-hidden className="absolute inset-0 size-full" />
          </div>
        </div>
      );
    }
    components/ui/flowing-header.tsx
    "use client";
    
    import { useCallback, useEffect, useRef, useState } from "react";
    import FlowingMenu, { type MenuItemData } from "@/components/ui/flowing-menu";
    
    const SCRAMBLE_CHARS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
    
    const DEFAULT_LINKS: MenuItemData[] = [
      {
        link: "/",
        text: "Home",
        image: "https://picsum.photos/seed/nav-home/400/260",
      },
      {
        link: "/work",
        text: "Work",
        image: "https://picsum.photos/seed/nav-work/400/260",
      },
      {
        link: "/services",
        text: "Services",
        image: "https://picsum.photos/seed/nav-services/400/260",
      },
      {
        link: "/about",
        text: "About",
        image: "https://picsum.photos/seed/nav-about/400/260",
      },
      {
        link: "/contact",
        text: "Contact",
        image: "https://picsum.photos/seed/nav-contact/400/260",
      },
    ];
    
    /** Ids of sections dark enough that the header has to flip to light-on-dark. */
    const DEFAULT_DARK_SECTIONS = ["stack", "work", "services", "about", "contact"];
    
    type FlowingHeaderProps = {
      wordmark?: string;
      /** Colour used over light sections. Fixed, not theme-derived — see below. */
      ink?: string;
      links?: MenuItemData[];
      /** Element ids to watch; the header goes light while one is behind it. */
      darkSections?: string[];
      className?: string;
    };
    
    /** Decrypt-style hover effect: characters randomize then lock in left-to-right, revealing `text`. */
    function useScramble(text: string) {
      const [display, setDisplay] = useState(text);
      const frameRef = useRef(0);
      const rafRef = useRef<number | null>(null);
    
      const start = useCallback(() => {
        if (rafRef.current) cancelAnimationFrame(rafRef.current);
        const totalFrames = text.length * 4;
        frameRef.current = 0;
    
        const tick = () => {
          const frame = frameRef.current;
          const revealed = Math.floor((frame / totalFrames) * text.length);
          const next = text
            .split("")
            .map((char, i) => {
              if (char === " ") return " ";
              if (i < revealed) return char;
              return SCRAMBLE_CHARS[
                Math.floor(Math.random() * SCRAMBLE_CHARS.length)
              ];
            })
            .join("");
          setDisplay(next);
    
          frameRef.current += 1;
          if (frame < totalFrames) {
            rafRef.current = requestAnimationFrame(tick);
          } else {
            setDisplay(text);
          }
        };
    
        rafRef.current = requestAnimationFrame(tick);
      }, [text]);
    
      const reset = useCallback(() => {
        if (rafRef.current) cancelAnimationFrame(rafRef.current);
        setDisplay(text);
      }, [text]);
    
      useEffect(() => {
        return () => {
          if (rafRef.current) cancelAnimationFrame(rafRef.current);
        };
      }, []);
    
      return { display, start, reset };
    }
    
    function ContactButton({ light, ink }: { light: boolean; ink: string }) {
      const { display, start, reset } = useScramble("Contact");
    
      return (
        <a
          href="/contact"
          onMouseEnter={start}
          onMouseLeave={reset}
          style={{ color: light ? "#fff" : ink, borderColor: light ? "#fff" : ink }}
          className="group inline-flex items-center gap-2.5 rounded-[50px] border-2 px-6 py-2.5 text-sm font-bold tracking-wider uppercase transition-colors duration-300 hover:opacity-80"
        >
          <span className="w-[7ch]">{display}</span>
          <svg
            width="20"
            height="20"
            viewBox="0 0 16 16"
            fill="none"
            className="shrink-0 transition-transform duration-300 ease-out group-hover:-translate-y-1 group-hover:translate-x-1"
          >
            <path
              d="M4 12L12 4M12 4H5M12 4V11"
              stroke="currentColor"
              strokeWidth="2"
              strokeLinecap="round"
              strokeLinejoin="round"
            />
          </svg>
        </a>
      );
    }
    
    function HamburgerButton({
      light,
      ink,
      open,
      onToggle,
    }: {
      light: boolean;
      ink: string;
      open: boolean;
      onToggle: () => void;
    }) {
      // Once the menu is open, its own overlay is always dark — so the button
      // needs to read as light-on-dark regardless of what's behind the header,
      // otherwise a near-black icon would vanish against the open menu.
      const showLight = light || open;
      const tone = showLight ? "#fff" : ink;
    
      return (
        <button
          type="button"
          aria-label={open ? "Close menu" : "Open menu"}
          aria-expanded={open}
          onClick={onToggle}
          style={{ borderColor: tone }}
          className="relative z-[110] flex h-11 w-11 shrink-0 flex-col items-center justify-center gap-1.5 rounded-md border-2 transition-colors duration-300 hover:opacity-80"
        >
          <span
            style={{ backgroundColor: tone }}
            className={`block h-0.5 w-7 transition-transform duration-300 ${
              open ? "translate-y-[5px] rotate-45" : ""
            }`}
          />
          <span
            style={{ backgroundColor: tone }}
            className={`block h-0.5 w-7 transition-transform duration-300 ${
              open ? "-translate-y-[5px] -rotate-45" : ""
            }`}
          />
        </button>
      );
    }
    
    function NavOverlay({
      open,
      links,
      onClose,
    }: {
      open: boolean;
      links: MenuItemData[];
      onClose: () => void;
    }) {
      return (
        <div
          className={`absolute inset-0 z-[105] transition-opacity duration-500 ease-out ${
            open ? "opacity-100" : "pointer-events-none opacity-0"
          }`}
        >
          <FlowingMenu
            items={links}
            speed={20}
            textColor="#fff"
            bgColor="#0f1113"
            marqueeBgColor="#ceff00"
            marqueeTextColor="#0f1113"
            borderColor="rgba(255,255,255,0.15)"
            onItemClick={onClose}
          />
        </div>
      );
    }
    
    export function FlowingHeader({
      wordmark = "kinematics.",
      ink = "#0f1113",
      links = DEFAULT_LINKS,
      darkSections = DEFAULT_DARK_SECTIONS,
      className,
    }: FlowingHeaderProps) {
      // Watches every dark section so the header's own dark-on-light styling can
      // flip to light-on-dark while one of them is actually behind the fixed
      // header — otherwise its near-black text and border would disappear
      // against that section's dark background.
      const [light, setLight] = useState(false);
      const [menuOpen, setMenuOpen] = useState(false);
    
      // No smooth-scroll library here, so the page is held the plain way. The
      // previous value is restored rather than cleared, so this cannot stomp on
      // another component's scroll lock.
      useEffect(() => {
        const previous = document.body.style.overflow;
        if (menuOpen) document.body.style.overflow = "hidden";
    
        const handleKey = (event: KeyboardEvent) => {
          if (event.key === "Escape") setMenuOpen(false);
        };
    
        window.addEventListener("keydown", handleKey);
        return () => {
          document.body.style.overflow = previous;
          window.removeEventListener("keydown", handleKey);
        };
      }, [menuOpen]);
    
      useEffect(() => {
        // Astro serves each route as its own document, so an island mounts fresh
        // per page and this runs against the sections actually on screen. The
        // astro:page-load listener covers the one case where it would not — a
        // site using ClientRouter, where navigation swaps the DOM in place.
        let observer: IntersectionObserver | null = null;
    
        const watch = () => {
          observer?.disconnect();
    
          const elements = darkSections
            .map((id) => document.getElementById(id))
            .filter((el): el is HTMLElement => el !== null);
    
          if (elements.length === 0) {
            setLight(false);
            return;
          }
    
          const intersecting = new Set<Element>();
          observer = new IntersectionObserver(
            (entries) => {
              for (const entry of entries) {
                if (entry.isIntersecting) intersecting.add(entry.target);
                else intersecting.delete(entry.target);
              }
              setLight(intersecting.size > 0);
            },
            // The header itself is ~72-96px tall — only flip once a dark section
            // is actually behind that band, not the instant its edge appears at
            // the very bottom of the viewport.
            { rootMargin: "-96px 0px -80% 0px" },
          );
    
          elements.forEach((el) => observer!.observe(el));
        };
    
        watch();
        document.addEventListener("astro:page-load", watch);
        return () => {
          observer?.disconnect();
          document.removeEventListener("astro:page-load", watch);
        };
      }, [darkSections]);
    
      return (
        <>
          {/* A sibling of the header, not a child: the header is positioned, so
              nesting this inside it would resolve inset-0 against the header's own
              ~90px bar instead of the container. The header outranks it on z, so
              the wordmark and the close button stay above the open menu. */}
          <NavOverlay
            open={menuOpen}
            links={links}
            onClose={() => setMenuOpen(false)}
          />
    
          <header
            className={`absolute inset-x-0 top-0 z-[110] flex items-center justify-between px-6 py-3 md:px-10 md:py-4 ${className ?? ""}`}
          >
            <a
              href="/"
              style={{ color: light || menuOpen ? "#fff" : ink }}
              className="relative z-[110] font-[family-name:var(--font-display,var(--font-sans))] text-xl tracking-tight uppercase transition-colors duration-200 hover:opacity-80 md:text-3xl"
            >
              {wordmark}
            </a>
    
            <div className="flex items-center gap-3 md:gap-4">
              <div
                className={`relative z-[110] transition-opacity duration-200 ${menuOpen ? "pointer-events-none opacity-0" : "opacity-100"}`}
              >
                <ContactButton light={light} ink={ink} />
              </div>
              <HamburgerButton
                light={light}
                ink={ink}
                open={menuOpen}
                onToggle={() => setMenuOpen((o) => !o)}
              />
            </div>
          </header>
        </>
      );
    }
    components/ui/flowing-menu.tsx
    "use client";
    
    import React, { useRef, useEffect, useState } from 'react';
    import { gsap } from 'gsap';
    
    export interface MenuItemData {
      link: string;
      text: string;
      image: string;
    }
    
    interface FlowingMenuProps {
      items?: MenuItemData[];
      speed?: number;
      textColor?: string;
      bgColor?: string;
      marqueeBgColor?: string;
      marqueeTextColor?: string;
      borderColor?: string;
      onItemClick?: () => void;
    }
    
    interface MenuItemProps extends MenuItemData {
      speed: number;
      textColor: string;
      marqueeBgColor: string;
      marqueeTextColor: string;
      borderColor: string;
      isFirst: boolean;
      onItemClick?: () => void;
    }
    
    const FlowingMenu: React.FC<FlowingMenuProps> = ({
      items = [],
      speed = 15,
      textColor = '#fff',
      bgColor = '#120F17',
      marqueeBgColor = '#fff',
      marqueeTextColor = '#120F17',
      borderColor = '#fff',
      onItemClick
    }) => {
      return (
        <div className="w-full h-full overflow-hidden" style={{ backgroundColor: bgColor }}>
          <nav className="flex flex-col h-full m-0 p-0">
            {items.map((item, idx) => (
              <MenuItem
                key={idx}
                {...item}
                speed={speed}
                textColor={textColor}
                marqueeBgColor={marqueeBgColor}
                marqueeTextColor={marqueeTextColor}
                borderColor={borderColor}
                isFirst={idx === 0}
                onItemClick={onItemClick}
              />
            ))}
          </nav>
        </div>
      );
    };
    
    const MenuItem: React.FC<MenuItemProps> = ({
      link,
      text,
      image,
      speed,
      textColor,
      marqueeBgColor,
      marqueeTextColor,
      borderColor,
      isFirst,
      onItemClick
    }) => {
      const itemRef = useRef<HTMLDivElement>(null);
      const marqueeRef = useRef<HTMLDivElement>(null);
      const marqueeInnerRef = useRef<HTMLDivElement>(null);
      const animationRef = useRef<gsap.core.Tween | null>(null);
      const [repetitions, setRepetitions] = useState(4);
    
      const animationDefaults = { duration: 0.6, ease: 'expo' };
    
      const findClosestEdge = (mouseX: number, mouseY: number, width: number, height: number): 'top' | 'bottom' => {
        const topEdgeDist = Math.pow(mouseX - width / 2, 2) + Math.pow(mouseY, 2);
        const bottomEdgeDist = Math.pow(mouseX - width / 2, 2) + Math.pow(mouseY - height, 2);
        return topEdgeDist < bottomEdgeDist ? 'top' : 'bottom';
      };
    
      useEffect(() => {
        const calculateRepetitions = () => {
          if (!marqueeInnerRef.current) return;
          const marqueeContent = marqueeInnerRef.current.querySelector('.marquee-part') as HTMLElement;
          if (!marqueeContent) return;
          const contentWidth = marqueeContent.offsetWidth;
          const viewportWidth = window.innerWidth;
          const needed = Math.ceil(viewportWidth / contentWidth) + 2;
          setRepetitions(Math.max(4, needed));
        };
    
        calculateRepetitions();
        window.addEventListener('resize', calculateRepetitions);
        return () => window.removeEventListener('resize', calculateRepetitions);
      }, [text, image]);
    
      useEffect(() => {
        const setupMarquee = () => {
          if (!marqueeInnerRef.current) return;
          const marqueeContent = marqueeInnerRef.current.querySelector('.marquee-part') as HTMLElement;
          if (!marqueeContent) return;
          const contentWidth = marqueeContent.offsetWidth;
          if (contentWidth === 0) return;
    
          if (animationRef.current) {
            animationRef.current.kill();
          }
    
          animationRef.current = gsap.to(marqueeInnerRef.current, {
            x: -contentWidth,
            duration: speed,
            ease: 'none',
            repeat: -1
          });
        };
    
        const timer = setTimeout(setupMarquee, 50);
        return () => {
          clearTimeout(timer);
          if (animationRef.current) {
            animationRef.current.kill();
          }
        };
      }, [text, image, repetitions, speed]);
    
      const handleMouseEnter = (ev: React.MouseEvent<HTMLAnchorElement>) => {
        if (!itemRef.current || !marqueeRef.current || !marqueeInnerRef.current) return;
        const rect = itemRef.current.getBoundingClientRect();
        const edge = findClosestEdge(ev.clientX - rect.left, ev.clientY - rect.top, rect.width, rect.height);
    
        gsap
          .timeline({ defaults: animationDefaults })
          .set(marqueeRef.current, { y: edge === 'top' ? '-101%' : '101%' }, 0)
          .set(marqueeInnerRef.current, { y: edge === 'top' ? '101%' : '-101%' }, 0)
          .to([marqueeRef.current, marqueeInnerRef.current], { y: '0%' }, 0);
      };
    
      const handleMouseLeave = (ev: React.MouseEvent<HTMLAnchorElement>) => {
        if (!itemRef.current || !marqueeRef.current || !marqueeInnerRef.current) return;
        const rect = itemRef.current.getBoundingClientRect();
        const edge = findClosestEdge(ev.clientX - rect.left, ev.clientY - rect.top, rect.width, rect.height);
    
        gsap
          .timeline({ defaults: animationDefaults })
          .to(marqueeRef.current, { y: edge === 'top' ? '-101%' : '101%' }, 0)
          .to(marqueeInnerRef.current, { y: edge === 'top' ? '101%' : '-101%' }, 0);
      };
    
      return (
        <div
          className="flex-1 relative overflow-hidden text-center"
          ref={itemRef}
          style={{ borderTop: isFirst ? 'none' : `1px solid ${borderColor}` }}
        >
          <a
            className="flex items-center justify-center h-full relative cursor-pointer uppercase no-underline font-semibold text-[4vh]"
            href={link}
            onClick={onItemClick}
            onMouseEnter={handleMouseEnter}
            onMouseLeave={handleMouseLeave}
            style={{ color: textColor }}
          >
            {text}
          </a>
          <div
            className="absolute top-0 left-0 w-full h-full overflow-hidden pointer-events-none translate-y-[101%]"
            ref={marqueeRef}
            style={{ backgroundColor: marqueeBgColor }}
          >
            <div className="h-full w-fit flex" ref={marqueeInnerRef}>
              {[...Array(repetitions)].map((_, idx) => (
                <div className="marquee-part flex items-center flex-shrink-0" key={idx} style={{ color: marqueeTextColor }}>
                  <span className="whitespace-nowrap uppercase font-normal text-[4vh] leading-[1] px-[1vw]">{text}</span>
                  <div
                    className="w-[200px] h-[7vh] my-[2em] mx-[2vw] py-[1em] rounded-[50px] bg-cover bg-center"
                    style={{ backgroundImage: `url(${image})` }}
                  />
                </div>
              ))}
            </div>
          </div>
        </div>
      );
    };
    
    export default FlowingMenu;
    export { FlowingMenu };
    components/ui/loader.tsx
    "use client";
    
    import "@/styles/portfolio/tokens.css";
    import "@/styles/portfolio/loader.css";
    import { useEffect, useRef } from 'react';
    import { gsap } from 'gsap';
    import { LOADER_ICONS } from '@/lib/loader-icons';
    
    const NAME = ['J', 'a', 's', 'w', 'a', 'n', 't', 'h'];
    
    const RISE_DURATION = 0.7;
    const PHASE1_DURATION = 1.5;
    const RISE_STAGGER = (PHASE1_DURATION - RISE_DURATION) / (LOADER_ICONS.length - 1);
    
    const PHASE2_START = PHASE1_DURATION;
    const PHASE2_DURATION = 1.5;
    const LETTER_RISE_DURATION = 0.7;
    const LETTER_STAGGER = (PHASE2_DURATION - LETTER_RISE_DURATION) / (NAME.length - 1);
    const GROW_DURATION = 0.15;
    const BLOW_DURATION = 0.25;
    
    const TOTAL_DURATION = PHASE1_DURATION + PHASE2_DURATION;
    const FADE_DURATION = 0.35;
    
    export default function Loader({ onDone }: { onDone: () => void }) {
      const screenRef = useRef<HTMLDivElement>(null);
      const iconRefs = useRef<(HTMLDivElement | null)[]>([]);
      const letterRefs = useRef<(HTMLDivElement | null)[]>([]);
    
      useEffect(() => {
        const tl = gsap.timeline();
    
        tl.fromTo(
          iconRefs.current,
          { y: '65vh', opacity: 0, scale: 0.5 },
          {
            y: '0vh',
            opacity: 1,
            scale: 1,
            duration: RISE_DURATION,
            stagger: RISE_STAGGER,
            ease: 'back.out(2.2)',
          },
          0
        );
    
        NAME.forEach((_, i) => {
          const t = PHASE2_START + i * LETTER_STAGGER;
    
          tl.to(iconRefs.current[i], { scale: 1.2, duration: GROW_DURATION, ease: 'power1.out' }, t)
            .to(
              iconRefs.current[i],
              { scale: 1.5, opacity: 0, duration: BLOW_DURATION, ease: 'power1.in' },
              t + GROW_DURATION
            )
            .fromTo(
              letterRefs.current[i],
              { y: '65vh', opacity: 0, scale: 0.5 },
              {
                y: '0vh',
                opacity: 1,
                scale: 1,
                duration: LETTER_RISE_DURATION,
                ease: 'back.out(2.2)',
              },
              t
            );
        });
    
        tl.to(
          screenRef.current,
          {
            opacity: 0,
            duration: FADE_DURATION,
            ease: 'power1.inOut',
            onComplete: onDone,
          },
          TOTAL_DURATION
        );
    
        return () => {
          tl.kill();
        };
        // eslint-disable-next-line react-hooks/exhaustive-deps
      }, []);
    
      return (
        <div className="loader-screen" ref={screenRef}>
          <div className="loader-row">
            {LOADER_ICONS.map((icon, i) => (
              <div className="loader-slot" key={i}>
                <div
                  className="loader-icon"
                  ref={(el) => {
                    iconRefs.current[i] = el;
                  }}
                >
                  <svg viewBox={icon.box.join(' ')} fill="none" xmlns="http://www.w3.org/2000/svg">
                    <path d={icon.d} fill="#ffffff" />
                  </svg>
                </div>
                <div
                  className="loader-letter"
                  ref={(el) => {
                    letterRefs.current[i] = el;
                  }}
                >
                  {NAME[i]}
                </div>
              </div>
            ))}
          </div>
        </div>
      );
    }
    lib/loader-icons.ts
    export interface LoaderIcon {
      d: string;
      box: [number, number, number, number];
    }
    
    /* extracted from public/svgs/Logos.svg — each entry is one glyph, cropped
       to its own tight bounding box so it can be animated independently */
    export const LOADER_ICONS: LoaderIcon[] = [
      {
        d: 'M20.8333 79.1667H75V60L79.6875 57.7083C80.7986 57.1528 81.684 56.3889 82.3438 55.4167C83.0035 54.4444 83.3333 53.3333 83.3333 52.0833C83.3333 50.9028 83.0035 49.809 82.3438 48.8021C81.684 47.7951 80.7986 47.0139 79.6875 46.4583L75 44.2708V25H55L53.9583 17.9167C53.75 16.3889 53.0729 15.1042 51.9271 14.0625C50.7812 13.0208 49.4444 12.5 47.9167 12.5C46.3194 12.5 44.9479 13.0208 43.8021 14.0625C42.6562 15.1042 41.9792 16.3889 41.7708 17.9167L40.7292 25H20.8333V33.9583C24.7222 35.4167 27.7778 37.7778 30 41.0417C32.2222 44.3055 33.3333 47.9861 33.3333 52.0833C33.3333 56.25 32.2222 59.9653 30 63.2292C27.7778 66.493 24.7222 68.8542 20.8333 70.3125V79.1667ZM20.8333 87.5C18.4722 87.5 16.4931 86.7014 14.8958 85.1042C13.2986 83.5069 12.5 81.5278 12.5 79.1667V63.3333C15.8333 63.3333 18.75 62.2743 21.25 60.1562C23.75 58.0382 25 55.3472 25 52.0833C25 48.8889 23.75 46.25 21.25 44.1667C18.75 42.0833 15.8333 40.9722 12.5 40.8333V25C12.5 22.7083 13.316 20.7465 14.9479 19.1146C16.5799 17.4826 18.5417 16.6667 20.8333 16.6667H33.5417C34.0278 13.125 35.625 10.1562 38.3333 7.76041C41.0417 5.36457 44.2361 4.16666 47.9167 4.16666C51.5278 4.16666 54.6875 5.36457 57.3958 7.76041C60.1042 10.1562 61.7361 13.125 62.2917 16.6667H75C77.2917 16.6667 79.2535 17.4826 80.8854 19.1146C82.5174 20.7465 83.3333 22.7083 83.3333 25V38.9583C85.8333 40.2083 87.8472 42.0139 89.375 44.375C90.9028 46.7361 91.6667 49.3055 91.6667 52.0833C91.6667 54.9305 90.9028 57.5347 89.375 59.8958C87.8472 62.2569 85.8333 64.0278 83.3333 65.2083V79.1667C83.3333 81.5278 82.5174 83.5069 80.8854 85.1042C79.2535 86.7014 77.2917 87.5 75 87.5H20.8333Z',
        box: [9.5, 1.17, 85.17, 89.33],
      },
      {
        d: 'M136.979 89.375C132.535 87.8472 128.507 85.7639 124.896 83.125C121.285 80.4861 118.316 77.3958 115.99 73.8542C113.663 70.3125 112.5 66.5278 112.5 62.5V50L129.167 62.5L122.708 68.9583C124.722 72.5 127.917 75.5556 132.292 78.125C136.667 80.6945 141.181 82.3264 145.833 83.0208V45.8333H133.333V37.5H145.833V32.6042C143.403 31.7014 141.406 30.191 139.844 28.0729C138.281 25.9549 137.5 23.5417 137.5 20.8333C137.5 17.3611 138.715 14.4097 141.146 11.9792C143.576 9.54862 146.528 8.33334 150 8.33334C153.472 8.33334 156.424 9.54862 158.854 11.9792C161.285 14.4097 162.5 17.3611 162.5 20.8333C162.5 23.5417 161.719 25.9549 160.156 28.0729C158.594 30.191 156.597 31.7014 154.167 32.6042V37.5H166.667V45.8333H154.167V83.0208C158.819 82.3264 163.333 80.6945 167.708 78.125C172.083 75.5556 175.278 72.5 177.292 68.9583L170.833 62.5L187.5 50V62.5C187.5 66.5278 186.337 70.3125 184.01 73.8542C181.684 77.3958 178.715 80.4861 175.104 83.125C171.493 85.7639 167.465 87.8472 163.021 89.375C158.576 90.9028 154.236 91.6667 150 91.6667C145.764 91.6667 141.424 90.9028 136.979 89.375ZM150 25C151.181 25 152.17 24.6007 152.969 23.8021C153.767 23.0035 154.167 22.0139 154.167 20.8333C154.167 19.6528 153.767 18.6632 152.969 17.8646C152.17 17.066 151.181 16.6667 150 16.6667C148.819 16.6667 147.83 17.066 147.031 17.8646C146.233 18.6632 145.833 19.6528 145.833 20.8333C145.833 22.0139 146.233 23.0035 147.031 23.8021C147.83 24.6007 148.819 25 150 25Z',
        box: [109.5, 5.33, 81, 89.33],
      },
      {
        d: 'M224.875 70.1042L238 62.1875L251.125 70.2083L247.687 55.2083L259.25 45.2083L244.042 43.8542L238 29.6875L231.958 43.75L216.75 45.1042L228.312 55.2083L224.875 70.1042ZM212.271 87.5L219.042 58.2292L196.333 38.5417L226.333 35.9375L238 8.33334L249.667 35.9375L279.667 38.5417L256.958 58.2292L263.729 87.5L238 71.9792L212.271 87.5Z',
        box: [193.33, 5.33, 89.33, 85.17],
      },
      {
        d: 'M327.917 83.3333C324.444 83.3333 321.493 82.1181 319.062 79.6875C316.632 77.257 315.417 74.3056 315.417 70.8333H323.75C323.75 72.0139 324.149 73.0035 324.948 73.8021C325.747 74.6007 326.736 75 327.917 75C329.097 75 330.087 74.6007 330.885 73.8021C331.684 73.0035 332.083 72.0139 332.083 70.8333C332.083 69.6528 331.684 68.6632 330.885 67.8646C330.087 67.066 329.097 66.6667 327.917 66.6667H288.333V58.3333H327.917C331.389 58.3333 334.34 59.5486 336.771 61.9792C339.201 64.4097 340.417 67.3611 340.417 70.8333C340.417 74.3056 339.201 77.257 336.771 79.6875C334.34 82.1181 331.389 83.3333 327.917 83.3333ZM288.333 41.6667V33.3333H344.583C346.389 33.3333 347.882 32.7431 349.062 31.5625C350.243 30.3819 350.833 28.8889 350.833 27.0833C350.833 25.2778 350.243 23.7847 349.062 22.6042C347.882 21.4236 346.389 20.8333 344.583 20.8333C342.778 20.8333 341.285 21.4236 340.104 22.6042C338.924 23.7847 338.333 25.2778 338.333 27.0833H330C330 22.9861 331.406 19.5313 334.219 16.7188C337.031 13.9063 340.486 12.5 344.583 12.5C348.681 12.5 352.135 13.9063 354.948 16.7188C357.76 19.5313 359.167 22.9861 359.167 27.0833C359.167 31.1806 357.76 34.6354 354.948 37.4479C352.135 40.2604 348.681 41.6667 344.583 41.6667H288.333ZM357.083 75V66.6667C358.889 66.6667 360.382 66.0764 361.562 64.8958C362.743 63.7153 363.333 62.2222 363.333 60.4167C363.333 58.6111 362.743 57.1181 361.562 55.9375C360.382 54.7569 358.889 54.1667 357.083 54.1667H288.333V45.8333H357.083C361.181 45.8333 364.635 47.2396 367.448 50.0521C370.26 52.8646 371.667 56.3194 371.667 60.4167C371.667 64.5139 370.26 67.9688 367.448 70.7813C364.635 73.5938 361.181 75 357.083 75Z',
        box: [285.33, 9.5, 89.33, 76.83],
      },
      {
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    styles/portfolio/loader.css
    .loader-screen {
      position: fixed;
      inset: 0;
      z-index: 999;
      background: #3965fa;
      display: grid;
      place-items: center;
    }
    
    .loader-row {
      display: flex;
      align-items: center;
      gap: clamp(14px, 3vw, 36px);
      padding: 0 clamp(20px, 6vw, 60px);
    }
    
    .loader-slot {
      display: grid;
      place-items: center;
      flex: 0 0 auto;
    }
    
    .loader-icon {
      grid-area: 1 / 1;
      width: clamp(24px, 4.2vw, 56px);
      will-change: transform, opacity;
    }
    
    .loader-icon svg {
      display: block;
      width: 100%;
      height: auto;
    }
    
    .loader-letter {
      grid-area: 1 / 1;
      font-family: inherit;
      font-weight: 700;
      font-size: clamp(28px, 5vw, 64px);
      line-height: 1;
      color: #ffffff;
      will-change: transform, opacity;
    }
    
    /* The loader is server-rendered now, so its markup is on screen before any
       JS arrives. Both layers start hidden — GSAP's fromTo writes the visible
       state the moment it runs — so a slow bundle shows a clean blue screen, not
       a frozen row of icons. And if the bundle never arrives at all, the screen
       lets go on its own after eight seconds rather than blocking the page. */
    .loader-icon,
    .loader-letter {
      opacity: 0;
    }
    .loader-screen {
      animation: loader-timeout 0.5s ease 8s forwards;
    }
    @keyframes loader-timeout {
      to {
        opacity: 0;
        visibility: hidden;
      }
    }
    styles/portfolio/tokens.css
    /* Design tokens from the jswnth.com portfolio. Global element rules from
       its theme.css are deliberately left out so nothing leaks into a host page. */
    :root {
      /* primary palette */
      --color-navy-blue: #1b1b39;
      --color-purposium-blue: #3965fa;
      --color-soft-blue: #99b7fc;
      --color-pale-blue: #e9ebff;
      --color-base-white: #ffffff;
      --color-light-gray: #ededed;
      --color-dark-gray: #202020;
    
      /* secondary palette */
      --color-deep-teal: #215452;
      --color-green: #8cc63e;
      --color-pale-green: #e0ffb7;
      --color-yellow: #ffd16b;
      --color-pale-yellow: #fff2d6;
      --color-orange: #ff6d47;
      --color-brick: #6f3432;
    
      --bg: #f4f4f6;
      --ink: var(--color-navy-blue);
      --dim: #6b6b76;
      --accent: var(--color-purposium-blue);
      /* buttons + the hero's scroll wipe share this one */
      --cta: #000000;
      --pad: clamp(20px, 4vw, 56px);
    
      --mono: "JetBrains Mono", ui-monospace, SFMono-Regular, Menlo, monospace;
      --display: "Caacupe One", system-ui, sans-serif;
    
      /* printed-paper tooth, reused by every sheet on the page */
      --paper-noise: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='260' height='260'%3E%3Cfilter id='n'%3E%3CfeTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='2' stitchTiles='stitch'/%3E%3CfeColorMatrix values='0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0'/%3E%3C/filter%3E%3Crect width='100%25' height='100%25' filter='url(%23n)'/%3E%3C/svg%3E");
    }

Props

PropTypeDefaultDescription
wordmarkstring"Jaswanth"XRayHero — the header's logo.
leftstring"Creative"XRayHero — massive word to the left of the character. Rises one letter at a time.
rightstring"Developer"XRayHero — massive word to the right, continuing the same letter stagger.
preloaderbooleantrueXRayHero — play the loader first. Off, the entrance plays on mount.
childrenReactNode—XRayReveal — layered between the background lines and the image, so the characters stand in front of it.
frontstring—Shown by default.
backstring—Revealed along the cursor trail. Must share the front image's framing.
depthstring—Greyscale depth map for the parallax — white near, black far. Omit for a flat reveal.
altstring""Alt text for the front image.
radiusnumber160Radius of the blob at the cursor, in pixels. The trail behind it tapers to a point, like an arrow aimed the way it moves. One shape drives both the reveal and the grey stroke.
roughnessnumber1How lumpy the edge is. It ripples harder and faster while the cursor moves, and settles into a slow breath at rest. 0 gives a smooth edge.
trailLifenumber500How long the trail lingers behind the cursor, in milliseconds. It also pulls back into the blob as it goes, so it is shorter than this suggests.
autoSwipebooleantrueWhile nobody is hovering, the stage swipes across itself every 3–7 seconds — one stroke, left or right, at a random height, driving the same trail, reveal, tilt and lines a hand would. Stops the moment a real cursor comes in; off under reduced motion.
strengthnumber0.02How far near pixels travel against far ones as the cursor moves.
trailColorstring"#cfcfcf"Colour of the stroke where it crosses the empty background.
trailOpacitynumber0.3Opacity of that stroke. It is drawn underneath the images, so it never shows over a character.
linesnumber28Wavy SVG lines running top to bottom behind the characters, forever drifting between ripples, braids and lenses. 0 turns them off.
lineColorstring"#ebebeb"Colour of the lines at rest. Under the trail they take `trailColor`, and they bend out of the cursor's way.